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Elven'ia

Demographics

Elves - 2000, distributed amongst the Savul, a wealthier portion of the city close to the castle, walled off from external threats. Many hold positions in the local Patron's retinue, have positions as skilled administrators of the Empire or function in tandem with the Imperial Cult.   Half Elves - 7000, distributed amongst the Savul and the Teventi, a mix of the wealthier and working districts, their professions can range wildly from inclusion in the local Patron's household staff to eking out a living at the edge of his realm as a subsistence fisherman. Predominantly spend time as craftsmen [specialising in the local trade of constructing specialised bows of Serranian Timber, wind instruments and light, fast vessels], legionnaires if they volunteer, hunters and other physically active professions.   Halflings - 1000, distributed amongst the Teventi and the Hintari, being working and hinterland areas of the city, they live quiet and pleasant lives under the watchful gaze of the Elven'ian elite, utilising their fabled green thumbs as farmers, herbalists and their love of song and homemaking as bards, housekeepers and fireside storytellers. They are so beloved by the local population that the Patron of the settlement routinely visits their fabled inn, the Cracked Pot, to join in on their tradition of continuing the Old Chant, a song that is said to have been sung since the first halflings joined the Elves in their settling of the Elven'ian city. As is tradition, the tavern never closes and always has at least one person singing the Old Chant, traditionally sung in the Halfling language, it touches on themes of home, heart, adventure in youth and the pleasure of settling down once the world has satisfied your urge to explore.   Humans - 5000, distributed wildly amongst the Teventi, Savul and the Hintari, humans are as varied as the professions they hold, varying from legionnaires to craftsmen to sailors on the high seas to merchant vendors, they accomplish all aspects of life to the best of their ability. Providing the majority of the manpower for the Legion within the settlement, their voice is politically important as a result and is lent well to by the Imperial Cult supporting much of the human agenda.   These figures do not account for the slave population of the settlement, which is subject to rapid fluctuation over time.

Government

Power flows down from the Patronal Family of the settlement, placing them above any elected or appointed officials within the settlement, however, on matters of the day to day governance of Elven'ia, the Patronal Family will defer mostly to their senior officials. Instead, they function as representatives for the settlement in the Rozani Senate during its sittings, bringing matters of import regarding trade, taxation and threats to the attention of the Senate and Emperor, when required. In addition to this, they have the functional capability of acting as members of the Matorian Quorum, a union of Elven families dedicated to the preservation of the Serranian forest, based out of the moving city of Mator.   Beyond this, the typical method of Rozani governance applies, with officials having to run the Cursus Honorum to have the pleasure of acting in their desired offices:   Praetor - The Office of Praetor has the privilege of commanding the local garrison as well as the hinterland forces and is responsible for maintaining a suitable amount of provisions and armament for the settlement, in the event of hostile attack, natural disaster or unexpected times of scarcity. In the sense it is a martial office, however, it has civil functions too, acting as an interpreter of laws both local and Imperial in legal disputes between rival parties. To that end, they are a versatile office that requires a keen legal mind but also a mind dedicated to warfare, logistics and strategy, putting it as the final rung in the ladder of the Cursus Honorum before one can run for election into a Magistrate Committee. As an additional feather in the cap, Praetors are the only lowly elected office that have the privilege of wielding Imperium, or Command Authority, thus granting them immunity from legal prosecution during their term of office.   Aedile - Functionally a step above the Quaestor, the Aedile is responsible exclusively for the construction, maintenance and destruction of the town infrastructure and supporting the Quaestors during times of harvest or other overwhelming circumstances. Additionally, an Aedile can also expect to be well acquainted with local and Imperial festivities as they are often called upon to be the logistical mind behind the organisation of games, festivals and religious holidays, working hand in hand with merchants, farmers, gladiators, the Legion and various other organisations to ensure that a memorable, lavish set of holidays and games occur during their term of office, thus increasing their personal popularity. To this end, many Aediles often extract large loans from friends, family or political allies to finance extraordinary games for the public during their term.   Quaestor - The lowest of the lowly elected offices, Quaestors operate both inside and outside the township, appointed to various districts and hinterlands with many nebulous responsibilities that do not befit such a lowly paid office. Indeed, it is perhaps the hardest an elected official will work in their life during their term as quaestor, as they are responsible for ensuring safe roads, financial concerns, tax harvesting and administering local justice on matters menial enough to not befit the attention of the Praetor or the Patron. During their term of office, they can reasonably expect to command a retinue of 5-20 men for purposes of enforcing the interests of the Empire and their assigned district, thus providing them with the beginnings of a long career commanding forces great and small, as befitting a Rozani nobleman.

Infrastructure

Castra Elven'ia - Overlooking the Oceanis Exitale and its stormy, unforgiving waters, the Castle of Elven'ia or Castra Elven'ia has stood upon the cliffs edge of the Western Coast of the Empire for hundreds of years as a stalwart beacon of Human/Elven co-operation, constructed as one of the first Castrae projects between the Humans of Tarpea and the Matorian Elves, its tall towers, numerous arrow slits, sloped ramparts and cliffside roost offer excellent protection from hostile forces, wild creatures and serves as a rally point for the important citizenry of the township during times of danger.   The Selucian Shipyard - The Selucian Shipyard was not constructed until 200 years after the construction of Castra Elven'ia, however, it sits in the lowlands of the settlement and serves as a primary shipping port for rare, expensive and exotic goods from the Vedalken Isles, the Uncharted Waters, the Ascendancy and other areas that takes the fancy of the Rozani nobility. To that end, the settlement of Elven'ia has gained a reputation as an incredibly safe port with low taxation, making it a playground for the rich and powerful to safely funnel their passion projects through, as well as talented or well connected merchants to peddle their expensive goods through. Protected by the Selucian Crostari, a fleet of 50 state of the art Elven warships, the waters of Elven'ia have never been safer, at least in terms of piracy.    The Cracked Pot - A fabled tavern nearly as old as the settlement of Elven'ia itself, it has swapped hands between halfling families for generations, serving as a focal point for all strata of the social sphere of Elven'ia to convene, drink, dance and sing, regardless of political occurrences, family connections or social obligations. Famed for its endless chant and love of music, one finds it difficult to not engage in carousing and music once through the doors, warming the heart of even the most stoic and well tempered of Rozani Patricians. As a result of this, it is often a stopping point for the Lautiers, a travelling contingent of musicians renowned for their spirit, excellent stories, skills as a band and surprising knowledge on the affairs of the rich and powerful.   Sagitta - The Sagitta is a relatively unassuming but well constructed ovoid building in Elven'ia, dedicated to two specific crafts, the construction of specialised wind instruments for the Patrician and wealthy families of the Empire, as well as the development and testing of Sagitine Longbows and arrows, with the specific task of arming the noble retainers of the Houses of Serrania and Elven'ia with these treasured weapons. Despite their relatively small size as an institution, it is rumoured that their business accounts for nearly 1/5 of all monies generated in Elven'ia on a yearly basis.   Hasena - The Hasena is not located within the town of Elven'ia, but in the hinterlands and is, in effect, an arena where two fabled Imperial past times occur - Chariot Racing and Gladiatorial combat. Fights occur between slaves, convicts and willing combatants each day, with special events being hosted during festivities or to commemorate a special occasion, with Chariot Races occurring once every tenday, this staple of Imperial recreation often serves as the binding glue that brings the lower and upper classes together, united by bloodlust and the enjoyment of seeing their own racers win.

Districts

The division of the districts in the settlement of Elven'ia is relatively difficult to classify beyond the separation of the Castra, Teventi and Savul, which are clearly marked with walled boundaries, however, divisions can be drawn based on occupation, wealth and location, which will be listed below:   Castra District - A relatively straightforward military district, local retainers and the Legion Garrison will be housed here, along with the Patronal family in the Patronal quarters. It is typically not open to the public and instead is reserved for matters martial and Patronal, however, the Patron of the settlement often allows lesser Patricians and Plebeians to petition in the Castra, thus making it a more public area than the norm for other Imperial households.   Savul - The Savul district, named for the Elven word meaning "poorly footed", lives up to its name, being a district found on a steep incline leading up to the Castra, it is the only non military district of the township surrounded by its own set of walls, commonly referred to as the Curtain. A majority of the political power in the settlement is concentrated in the Savul, with many Aediles, Quaestors and the Praetor basing their offices out of their homes, as well as the location of the local branches of the Administratum and the Imperial Cult making their homes in the Savul. During festive seasons, it is often the site of great hosted games,    Teventi - An informal district but, nevertheless, granted the offices and attention of a formal Imperial district, the Teventi is where the majority of the Elvenian population can be found. Based around the inland bay known as the Carve, this settlement sprung out from the combination of financial stability generated by the shipyard and the security provided by the relatively close Castra Elven'ia. As a result, many longshoremen, shipwrights, sailors, linenweavers, woodcarvers, soldiers and other nominal professionals make their homes in the Teventi. Much of the routine expectations of an Imperial settlement can be found here, ranging from taverns to a Plenar Assembly to temples dedicated to the god Corellon, life in the Teventi is nearly as ideal as an Imperial citizen could hope for.    Hintari - A large, unseemly district, this accounts for the hinterlands within 50 miles of the Castra, including small hamlets, smaller towns, larger latifundae farms and various other industries that occur in the hinterlands, its population is dwarfed by the township of Elven'ia supposedly, however it is a difficult region to govern due to the vast size of the area. As a result, infrastructure is fairly varied and lacking in this district, with the only officially sanctioned Imperial infrastructure including the Imperial Highway, the Imperial Toll Posts and the Imperial Way Stations, all of which are relied upon by local Quaestors to aid in the collection of taxation during harvest times.  Given its unwieldy size, an element of crime has also crept in to the Hintari, in the form of illicit inlets along the massive coastline, giving rise to the smuggling of goods by vendors that wish to avoid Imperial taxation, as well as banditry, rogue mages and outlaws averse to the Imperial order.
Founding Date
2591 Second Era
Founders
Alternative Name(s)
The Jewel of the West
Type
City
Population
20,000
Inhabitant Demonym
Elvenians, Elvi
Owner/Ruler
Owning Organization

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