Arvozz Landing

The art capital of Zetia , located in the midlands of the country. The city is built like a large amphitheater, using its position on the side of a curved hill to make it literally look like an enlarged stadium. Thanks to the Artist's Guild, the city has flourished. Most buildings have murals on them and music can be heard in the streets anywhere in the city. Dancers, fire-breathers, sword-swallowers, art exhibitions, and weekly festivals are a common sight in the large base of the city known as Center Stage.

  Not everything here is on the up-and-up however, as the fame and fortune has risen in the city, so has the crime. Illicit substances and illegal practices can be found in many areas of the city if you know where to look, and hallucinogens and mania inducing drugs are a booming business.

Demographics

Racial Demographics
Human Population: 70%
Eladrin Population: 13%
Mountainfolk Population: 8%
Other: 9%

  Economic Demographics
Impoverished: 17%
Lower Class: 26% Lower-middle Class: 30%
Upper-middle Class: 22%
Upper Class: 4%
Nobility: 1%

Government

Arvozz Landing has some of the most lax laws of any major city in Arheim thanks to the amount of organized crime and corruption that has taken root there. Politicians often take bribes and tax collectors abuse their power to embezzle funds. Lawmakers and local leaders that have resisted temptation frequently try to quell the crime waves, and have been successful in making the streets safe to walk, but that is the extent of their power.

Defences

The city is almost defenseless as it lacks walls and its most important structures are at the base of the city. It relies on its position in the center of Zetia to protect it.

Industry & Trade

Artwork, tourism, and drug trade are the three ways the city makes its fortune.

Infrastructure

The city's upper levels are lined with windmills that crush wheat into flour throughout the year. Many small brick courtyards are dotted throughout the city to act as a place for people to perform and be seen. Designated parade routes have been constructed in the city, marked by green and purple brick patterns. When not in use, these routes create winding routes for tourists to travel through and discover new areas of the settlement. They also frequently intersect with parks, allowing wearing partiers and tourests a chance to rest in the immaculately designed gardens.

  Large roads located at the sides and center of the city, affectionately called the Aisles, go all the way from the top of the city to the bottom.A well maintained stone road leads north to the Grand Basin as well as south to the Hills of the Hunt , acting as a perfect rest stop for travelers going either direction. A less traveled dirt path heading toward Port Gillrip can also be found, but the city does not recommend using it due to the amount of highwayman that lurk there.

Assets

A large collection of artwork is held here, the best of which is owned by the Artist's Guild.

Guilds and Factions

The Artist's Guild is headquartered here.

Architecture

Because of the Artist Guild's influence, the city takes pride in create a unique looking settlement that can be found no-where else. Since the city has been tiered, almost all domiciles are built into the ground, with only the front showing any evidence of a dwelling there. The rest of the empty space is used to create marketplaces, parks, parade grounds, and other public works projects. The higher end shops located at the edge of Center Stage are usually modified frequently to match popular styles, usually changing every decade or so.

Geography

The city is built on a curved hill that rests on the otherwise open prairie. A lake can be seen glistening in the far distance, only barely visible from the top of the city's tallest points.

Natural Resources

Wheat grows plentifully here, even though it is technically outside of the Basin.
Type
City
Population
21,000
Inhabitant Demonym
Arvozians
Location under
Owning Organization

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