A'Douir
A'Douir, city of thieves, beggars, merchants, and priests; city of brothers, all. A'Douir became very wealthy in the years after the Grim King's defeat, suddenly becoming a booming trade center with a massive merchant district. A visitor to A'Dourir will want a guide, as it's absurdly easy to get lost amongst the shops and stands with every kind of voice shouting the same thing, "Buy, buy, buy!"
Demographics
A'Douir has a wide demographic, compared to other human cities. They boast an assortment of humans from every kind of background, creed and ethnicity. Just as well, many halfling caravan traders, gnomish inventors and merchant types can be found here. The occasional tabaxi, centaur, minotaur, and goblinoid will also wander into the city with goods to trade.
While most in A'Douir can say they are indeed wealthy, the desire for more never perishes with the next big score. Only a handful of people in A'Douir can say they are poor, and that's mainly due to an inability to work, or a lack of motivation or confidence. These people are referred to as sluggards, regardless of their reasons for not working.
Government
The local government of A'Douir is an elite group of merchants and traders, humans only, who enjoy exercising authority, even though they still must adhere to Khyloan government rulings. The king has the ultimate power within the kingdom, but the local government acts as something of a republic senate, with senators that represent farming communities, logging companies, the miners guild, and more. The senate is lead with the chancellor, who also leads and manages the free merchant exchange guild.
Defences
A'Douir's defences are limited on their own, which is why they often help with the war efforts and hire Teran soldiers to defend their borders, cities, and roads. The Teran military takes care of most every aspect of defence and law enforcement in the northern kingdom.
Industry & Trade
A'Douir accepts all kinds of trades and industrious endeavors. Within the city itself there are smithy's, carpenters, tanners, masons, glass blowers, butcher's, cooks, arcanists, alchemists, miners, loggers, gardeners, farmers, diviners, mercenaries, knights, carnies, and so many more.
Infrastructure
The land around A'Douir is a sprawled out landscape of independent companies and guild houses who fill in needs wherever they are. The senate will take initiative on bigger projects, such as roads, bridges, sewers, the construction of buildings within city limits, and the expansion and sales of of territory. But the free merchant exchange and other independent parties have taken their own time and money to create mills of all kinds, farms, orchards, hunting lodges and even a carnaval.
Guilds and Factions
Guilds spring up every other day in A'Douir, it would be impossible to name them all here, but all guilds fall under the management and authority of the free merchang exchange guild, which oversees the day to day paperwork, disputs, and investigations that affect every other guild in A'Douir. If you want to know something about a guild, or even want to start your own, the people at the Free Merchant Exchange Guild is who you want to talk to.
History
A'Douir has not always been wealthy, once it was a very small community that established itself as simple farmers. When they discovered old orc mines near the mountain ridge they began to dig. They found all kinds of precious metals and gems within the cavernous mines. After the defeat of the Grim King, A'Douir sent messengers to the new queen, offering trade. This was the beginning of a new future for the small community, from which the queen's father was born and raised. When the queen saw how prosperous A'Douir was becoming, she moved the capital of Cantalan to A'Douir to oversee its bright future.
When the capital of Cantalan was eventually moved back to Khylo, the douirans really began to take off with trade and craft. Out from under the royal courts watchful eye, the unscrupulous and cunning types sprang out from the woodwork and created the free merchant exchange guild. The guild would later change hands to a more noble individual, who saw the corruption within the guild and worked hard to rid itself of the thieves and murderers who had been running it.
The Free Merchant Exchange eventually rid itself of its bad blood and forged a new path that set its eyes on expansion. The guild oversaw the construction of new buildings, roads, bridges and storehouses. Over the next hundred years the city sprawled out and began to cover more land than the guild could manage alone. So the senate of A'Douir was formed and the guild placed the burden of government on the senate so that the guild could focus on the merchants and traders.
This system has been working well ever since then, with a few hiccups along the way, but nothing that caused the city to suffer massive loses.
Architecture
Mostly wooden structures, a few buildings are made of stone, but most stone from the mines and quarries have been sold to Khylo for its massive walls, as well as the sandstone gate. A'Douir has, however, never had a shortage of lumber, and this gives A'Douir a different kind of feeling, compared to the solid stone of Khylo and the defencive and rigged fortifications of Tera. A'Douir's log cabins and large wooden lodges give it a more welcoming, homey feeling.
Geography
The region surrounding A'Douir is mainly forested, though there are a few open plains, some hill country and the mountains to the east.
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