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Adira

Adira is a city built on defiance; defiance of the sea, of storms, and of fate. Nestled along the fractured shoreline of Khaliji Bay, Adira serves as Vaaskyr’s closest southern port to the Republic of Imenia, but the route to it is perilous. The bay is a labyrinth of ancient stone buttes and sea stacks, rising like broken teeth from the waves, remnants of a forgotten cataclysm. Many have called the bay cursed, but Adirans call it home, and profit from those who risk the journey.
Despite its dangerous waters, Adira thrives as a bustling hub of treasure hunters, salvagers, merchant sailors, and storm-worn mariners. Exotic goods flow from distant lands through its docks, and sunken relics of ages past are dredged up by brave divers and sold in shadowed markets. It is a city of bold ambition and calculated risk.

Government

Adira is ruled by the Portmistress of Khaliji, a hereditary position passed down within the influential Ashaal family, known for both naval cunning and deep local roots. It is the only hereditary position in the entire Empire.
Beneath her rule are several Maritime Houses, guild-like family-run factions that control salvage rights, shipwright contracts, and trade tariffs. Competition between them is fierce, and political intrigue is as common as sea spray.

Defences

Adira has no walls, but its greatest defense is its setting. The butte-choked bay discourages all but the most experienced captains from mounting any naval assault. Adira also maintains a fleet of swift outriders; small maneuverable ships called razorhulls that patrol the bay and strike from cover.
Inland, the Guard of the Ember Knot serves as both city watch and coastal garrison, trained to repel both bandits and smuggling cartels.

Industry & Trade

Adira’s economy is defined by three key sectors:  
  • Salvage: The bay is a graveyard of ships, and the city’s divers and mages specialize in recovering lost goods and ancient relics.
  • Trade: It is the last Vaaskyr port before the southern waters. Vessels bound for Sulkara, the distant archipelagos, or the far eastern passages often stop here.
  • Shipwrighting and Repair: Ships built to survive the treacherous bay are crafted by artisans with a reputation for brilliance and bold design.
  • Architecture

    Adira’s architecture is a blend of desert practicality and maritime adaptation. Buildings are built low and wide, using heat-reflective sandstone and reinforced with bronze-clad timber from jungle trade routes. Many structures are built into the cliffs surrounding the bay, accessible via stairs and rope lifts. Tidal locks and half-submerged wharves accommodate ships that can navigate the bay's tight waters.
    At the city’s highest point stands the Bastion of the Brazen Wake, a lighthouse-temple that serves as both spiritual sanctuary and a navigation beacon. Its enchanted flame never dims, even in storms.
    Population
    11,500
    Owner/Ruler
    Ruling/Owning Rank
    Owning Organization

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