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Aramathia, City of Sand and Soil

Aramathia, an old city even by the standards of the Imperium, has no exactly defined date as to when it came to fruition - though scholars estimate the first settlers to have called it home as early as the year 5000 UCT, pre-dating even Imperial expansion into the region. Indeed, the first Aramathian kings emerged as powerful druidcrafters and fierce warriors, carving a kingdom for themselves in the form of treaties with the Firfolk, fighting away Orcish tribes, mutual co-operation with the scattered Dwarvenfolk, though, officially kept records seem to indicate even they answered to a higher power.   In the modern day, Aramathia has maintained her significance as both a cultural center of the Imperium, as well as a vital agricultural sector - responsible for nearly 1/3 of the grain dole throughout the Empire, as well as provisioning her legendary Weirdruids to the service of the Imperium, a vital group in establishing the Great Green Wall along with the Helvenic Dominion to halt the advance of desert onto civilised lands, her contributions to the Empire have cemented Aramathia as a necessary, prosperous hub and the gateway to both the Empire and the Al-Akra desert. Indeed, she is the first stop for merchants and burgeoning academics alike, playing host to over 300,000 people as of the last Imperial Census; this has led to the establishment of several unique cultures within Aramathia, such as the Fás movement, the Children of Melora's Sun and the seemingly sinister yet fleetingly seen Brothers of the Dust.   Rulership within Aramathia has since taken a step down from its kingly days and Aramathia is now governed by an Imperial Governor, as all Rozani cities are, traditionally appointed from one of the three ruling families of the city: the Dul-Qozars, the Saddiqs and the Valtieri. These noble houses vie constantly for the favour of the Imperial government, leading to an ever-changing power dynamic within the city, of which some are critical though others yet say that this keeps the noble houses busy fighting each other which allows the common folk to get on with their business. Nevertheless, it has proved efficient at forming superbly effective governments, as Aramathia's population has only continued to grow, along with her booming agricultural, alchemical, druidcraft and general crafting trades.   Yet not all is made of paradise in the City of Sand and Soil, for it does encounter her own unique challenges. Despite the efforts of the Weirdruids and the Imperium, viable farmland is slowly falling victim to desertification, some ponder by magical means, whilst water shortages, resistance to the heavy-handed Cult Imperialis and increasing tensions between Houses Saddiq and Valtieri threaten to pour over from their high perches on the Matarazza and into the streets of their fair city. Meanwhile, in the low-streets, a thriving criminal enterprise headed up by a light-touched but eminently feared, even by the three Houses, criminal by the name of Sulla - rumoured to have connections to the Middle Hand; and to think, we have not even touched on the problems of the hinterlands, but those are of little concern to city folk, as long as the food keeps coming.

Demographics

Population Demographics, as of the last Imperial Census:
  • 10% Firbolg
  • 30% Halfling
  • 20% Dwarven
  • 30% Human
  • 10% Other
  • Government

    Aramthia is managed by an Imperial Governor, who is appointed for a term of no fewer than three but no longer than ten years by the Imperial Senate on behalf of the Emperor, with the express powers of levying taxes on the population of the city and its hinterlands, the powers to request and raise Legions for the defence of their local realm with approval from the Emperor, as well as the powers to appoint high-level city officials, alter industry and a number of other obscure powers seldom invoked.    Within the realm of reality, Aramathia is actually managed by 4 key officials, the Quaestor, the Praetor, the Pontifex and the Censor. All of these officials, with the exception of the Censor, are appointed by the Imperial Governor.   The Quaestor is responsible for the management of city finance and the grain dole, as well as general land allocation and land disputes. Some of their responsibilities for city maintenance are devolved to an Aedile, who sees to the inner workings of the city, such as the sewers, walls and roadways.   The Praetor is responsible for keeping the law within the city, though they also are responsible for assisting with the levying of taxes, evictions and keeping the locally stationed legions to standard outside of wartime. In wartime, the office of Praetor is replaced by the Office of Legatum and control of the legion falls to the Governor, with locally hired auxilia and town militia providing law and order services during these trying times.    The Pontifex is responsible for the administering of religious services, allocating funds to state-sponsored religious outlets, adjudicating disputes between the state and the faith, as well as serving in an advisory role to the Governor regarding the general mood of the people as collected by the various approved halls of worship. In addition to these heavy responsibilities, the Pontifex is also responsible for overseeing moral gladiatorial battles for the entertainment of the populace, to ensure they are conducted in an appropriately chaste manner.   The Censor is responsible for news bulletins, heralds, census-taking at approved dates, providing the public morality rating and monitoring the activity of the other three branches to ensure no finances are misappropriated. The Censor is appointed by the Imperial Senate for the entirety of the governor's term and cannot be dismissed without writ from Rozan.   Taxation is not levied on the average citizen of Aramathia, it is instead levied on wealthy individuals and land owners, in return for the safety and security of operating within Aramathia.

    Infrastructure

    A plethora of buildings can be found, namely the famed Imperial Highway which connects Aramathia with the outside world, as well as the Temple of Melora, the Castra Herbala, the Matarazza, the Chambers of Dwindal, as well as the famed Weir Tree or rather a monument to it - the actual Weir Tree lies outside of the city and plays host to the Order of Weirdruids, Aramathia's famed magical practitioners hailed for their contributions to feeding the Imperium with magically enhanced crops.   In a more mundane sense, Aramathia is protected by 3 layers of walls, constructed primarily of sandstone, with six entry gates, The Pillar Gate, The Sand Gate, The Imperial Walkway, the Broken Gate [Under Maintenance Perpetually], The Farmer's Gate and the Gate of Thadesseus. Protecting the city in its entirety is the Bulwark, a large sandstone wall built around the city, peppered below with farmland or desert. The secondary wall, the Hope, which protects the Storm District, is constructed of Red Marble, with three access gates, unnamed as of this time. Finally, the Matarazza is protected by a Black Granite wall, with one entry-way, sat atop the hillside on which Aramathia resides, watching over the rest of the city diligently. These walls have been breached numerous times, though the Matarazza's walls, freshly constructed, have been said to be impervious to attacks of both magical and physical nature. Only time will tell if this is true.   Aramathia also plays host to several buildings of note for industry, such as an airship port located on the Al-Akra border, seldom used by civilians, a Castra Militarum for training legionnaires in the Blade District, the great pod farms below the city for year-round farming of alchemical ingredients and to feed the city in times of siege, the Golden Aqueducts of Voor transporting water in and out of the city to slake the thirst of the populace, as well as dozens of other burgeoning businesses.

    Districts

    Aramathia is divided into 5 distinct districts, briefly summarised:   The Matarazza - The center of power within Aramathia, as well as the last line of defence should the city come under siege, her high, blackened walls defy intrusion and play host to the political elite of the city. The Imperial Governor traditionally takes their seat at Samarra's Rest, a red and gold stoned castle which overlooks the city, named for the great warrior priestess who died protecting the city from invasion by a colossal Orcish/Goblin army during the Unrest, shortly after the Rozani Republic fractured and became the Empire.   The Pillars - Standing below the Matarazza are the Pillars, a district that plays host to the wealthy but not quite noble elite, such as highly skilled merchants, retired adventurers, men and women of renown, great inventors, wealthy landowners etc. It is said to be the primary place in Aramathia for one to find high-end entertainment, playing host to all manner of dances, banquets, masked balls and the like - though it is not without its dangers, as it is a political hotbed for those who wish to enter the political scene in Aramathia, often a place where networks of political allies or enemies can be formed in a single evening. Primarily controlled by the merchant class, nicknamed the Coin-Carriers by poorer folk, they have carved a respectable section of the city for themselves to live in, though they are still looked down upon by the ruling class.   The Storm - Below the red marbled walls of the Pillars are the districts of the common folk, divided into the Storm, The Blade and The Dust respectively. The Storm plays host to the primary business enterprises of Aramathia, with trade and manufacturing occurring in the same swathe of land. For the most part, this district is where the majority of the population can be found, is typically well guarded and portions of it are restricted for government use. The Blackstone Arena is located within the Storm District, constructed by the forbears of the city and later repurposed by the Scipii clan for gladiatorial battles.   The Blade - A government run district, though ironically a hotbed for crime, the Blade is primarily where the guardsmen of the city make their quarters and train. In times of war, it serves as a large scale barracks for active Legions, carries the emergency grain and water supplies of the city, as well as serving as a strong point from which to mount a counter-offensive should Aramathia be invaded.   The Dust - Primarily poor-residential district, it comprises of a multitude of ethnic groups, from orcs to elves, from humans to dragonborn, all can be found in this melting pot. Named for its place at the very edge of Aramathia and on her lowest point, the Dust is where one ends up when one has nowhere else to go - another hotbed for criminal activity and rumoured to be the base point of Sulla, it is best to steer clear unless your business is absolutely clear.

    Guilds and Factions

    The Slayers of Du'rkhan - A guild of monster hunters, they operate from their legendary Guild Hall Alkatil Alwash, taking on members from prominent adventuring groups, the Legion, as well as from alternative sources such as the Shadowherd and the unassimilated tribes outside of Aramathia. Led by their fearsome half-giant leader Red Occisor, they take contracts from the city and the Imperial Government to slay monsters anywhere in the Aramathian region.   Collegia Fures - The name of Sulla's organisation, a criminal faction within the city of Aramathia that has stood for 27 years, dipping in to all manner of criminal activity from smuggling to assassination.

    Points of interest

  • The Temple of Melora
  • The Weirtree
  • Loxley's Loggers
  • Castra Herbala
  • Samarra's Rest
  • The Blackstone Arena
  • Aramite Throne
  • Red Walls of the Matarazza
  • Rock of Aurelian
  • Architecture

    Buildings in Aramathia are primarily constructed of stone, sandstone to be precise, with a mixture of woods allowed for newer builds. She features prominent Imperial archways, as well as fierce sandstone, marble and granite walls to protect her, which sport the well-known Imperial banners. Businesses, temples and wealthier premises are often constructed of clay brick, marble or a mixture of the two so as not to retain heat in the fierce Aramathian sun - architecture of homes and business is often open air, featuring an atrium from which the home or business is cooled using a water dropping system. Homes and business are demarcated usually using some form of loose sign or white painted stone pillars to denote the property owner.   Within the poorer denizens of Aramathia, it is much more akin to tightly packed bazaars, with buildings looming over every corner, packed in tightly like sardines in a can, often covering up holes with cloth, clay or some other inadequate substance. Homes are typically inadequate for use, often the only difference is who claims which lot, rather than any traditional demarcation.

    Geography

  • The city of Aramathia is set upon the Hill of Yuun, based around the castle of Samarra's Rest, the hill's gradient is gentle but steepens towards the top, allowing those who rule the city to look out around it to survey their landscapes. 
  • She also borders the great Al-Akra desert, which often leads to breathtaking dusk views of the sistered suns setting over the Al-Akra, often a sight that desert walkers cite as their primary reason for traversing the Al-Akra.
  • Her healthier landscapes are dotted by low-gradient hills, portions of the Great Green Wall which house all manner of creatures, as well as Aramathia's natural forest landscape from which her wooden resources are derived. Further afield, beyond the Pale Green Forests, one can find marshier lands around her tributary village of Marshol.
  • Natural Resources

  • Sand exporter, exporting quality sands to Saxum, as well as sand export to buyers in the Vedalken Collective for flood defences. 
  • Largest Imperium exporter of magical medicines, nicknamed "The Alchemists' Heaven" for the amount of potent alchemists present in the city, it is said that nearly every Aramathian home runs some sort of potion brewing business on the side. This has resulted in the streets being flooded with sub-par potions, though it has also increased the quality of higher end vendors.
  • Home of the Imperial stoic movement.
  • Exports over 1/3 of the Imperium's grain, seed, flax and over 1/4 of the Imperium's wood needs are met by Aramathian loggers.
  • Ruin-divers and desert walkers often cite Aramathia's usefulness as a partially ruined city for the uncovering of Gallacian relics, as well as a great method of smuggling goods into the Imperium, for the right price.
  • Founding Date
    5000 UCT - 3500 UCT
    Type
    Large city
    Population
    300,000
    Inhabitant Demonym
    Aramathians

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