Klarta Dunn
Demographics
Much like its bigger brother, The Neck , Klarta Dunn boats quite the diverse poulation. While the majority is still held by humans, it is not at all unusual to see dwarves, gnomes or elves milling about or setting up stalls from their caravans in the central square.
Government
The settlement was organised by a ruling council. The population voted for a mayor, who selected the rest of his council prior to elections. Generally, the government was hands-off on trade, as Klarta Dunn was a central hub for trade across territory below the neck. Caravans moving onto Elvish territory from the east would often make stops in Klarta Dunn for supplies and additional stock.
Defences
Klarta Dunn has an outer wall, around nine feet high, which is patrolled by the town guard at night. This guard numbers around one hundred and fifty active members, though large numbers of trained militiamen also live within the town, and the regular visits into the city by caravans and other military groups means Klarta Dunn was often well-defended, if not by its own guard forces, then other interested parties.
Outer fortifications existed around a half mile from the city, out in the field, though it had been centuries since anyone last attempted to siege Klarta Dunn. Even in times of war, the city was key to the economy of central Eidos, and its disruption could lead to consequences for all involved.
Outer fortifications existed around a half mile from the city, out in the field, though it had been centuries since anyone last attempted to siege Klarta Dunn. Even in times of war, the city was key to the economy of central Eidos, and its disruption could lead to consequences for all involved.
Infrastructure
Klarta Dunn, as a trading town, had a bustling market economy - almost every day marked a new setup of stalls and more, with unique goods for sale from all over Eidos. As a result of this bustling economy, many houses were often tightly packed together to allow for more to be built.
Taverns and Inns were also more common than in an ordinary town, a traveller often being able to pick and choose from a number of them, no matter where he found himself in the town.
Taverns and Inns were also more common than in an ordinary town, a traveller often being able to pick and choose from a number of them, no matter where he found himself in the town.
Guilds and Factions
The similarities with The Neck continue to be evitent in the guilds that call Klarta Dunn their home as well.
Aside from the few major Trade Guilds, A mercenary company, in the employ of the Assassin's Guild, had set up shop next to main entrance to the town, offering their services to the highest bidder while promising to keep them out of harm's way.
The Merchant Guild presence was also a note-worthy one, in a few years time managing to buy out over half of the stalls in the main market.
Aside from the few major Trade Guilds, A mercenary company, in the employ of the Assassin's Guild, had set up shop next to main entrance to the town, offering their services to the highest bidder while promising to keep them out of harm's way.
The Merchant Guild presence was also a note-worthy one, in a few years time managing to buy out over half of the stalls in the main market.
History
Klarta Dunn was created as a trade and mining outpost by some of the first Dwarves to make their way down from the mountains further North. Aiming to establish an economic foothold below the neck, these dwarves created the beginnings of the strong trade links Klarta Dunn shares with central Eidos. However, as humans began to expand outwards themselves, they became the principle population of Klarta Dunn and, naturally, grew to become the most influential.
In the year 265, during the Exalted Age, the Bone-plague swept through much of Eidos, and Klarta Dunn was discovered, later on, to have been the source. A Spellbreaker plot to try and weaken the burgeoning tribes of the Staldors far south backfired and the result was Klarta Dunn's practical destruction - first during the fighting and rioting that took place in the immediate aftermath of the plague, followed by the demolishing of the town by the Spellbreakers in an effort to cover up their errors. However, a group of adventurers successfully slayed the demon responsible for the plague, and so this plot came to light across the general populace of Eidos even so. Whilst many also feared the rise of the Staldors to the south and supported the Spellbreakers in their attempt at a preemptive strike, the survivors of Klarta Dunn were amongst those who did not. The destruction of the city led to huge consequences for trade across central Eidos, something that did little to help the already boiling hot tensions between the Spellbreakers and the newly-formed Staldor Empire to the south.
Architecture
The town is primarily made up of stone and wooden buildings that, whilst not insufficient for their needs, are not particularly notable, either. One of the truly noteworthy features were the sprawling escape tunnels beneath its surface, created when the town was sieged by barbarian tribes centuries ago. These tunnels exist for the benefit of the nobles and councilmen of the city and are often patrolled by engineers who check the integrity of the network. During the plague, this is how most of the rich escaped the city. It was also used by the adventurers who defeated the plague to travel around and evade Spellbreaker patrols.
RUINED SETTLEMENT
267
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