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Emerhall

Demographics

Species Breakdown:  Human - 55% Orc - 25% Dwarf - 15% High/Wood Elf - <1% Other - <5%   Professional Breakdown: Manual Trades (Smithing, Boatbuilding, Longshoring, Fishing, Farming etc) - 90% Administration (Imperial Cult Presence, Governorship, City Bureaucracy) - <1% Militarum (Contubernine Militia & Vigiles Presence) - 5% Arcanum & Artificy (House of Black & Gold, Academia Maria & Associated Learning Institutions) - <5% Clergy - <5%

Government

All power in Emerhall is derived, inherently from the Governor and the Governor derives their power from appointment via the Imperial Senate and the Emperor. Theoretically, this is the case, however, in practice, the Marians of Emerhall have a solid power base and the last time the Senate attempted to appoint a non-Marian to the office of Governor, the citizenry rioted for over a month, bringing trade, production and most academic research to a standstill until the Senate acquiesced and reappointed the preferred Governor, Atia Marian. As a result, there is great tension between the Imperial Cult within the city, the Rozani Senate and the Marian Dynasty, none of which are entirely willing to openly obstruct one another, due to the economic importance of Emerhall as the Empire's primary tradeport and the Emerian reluctance to step out of line with the successors of the Republic.   Policing in Emerhall is minimal, there is very little in the way of actual investigations for petty crimes such as thievery, assault, minor arson and robbery. For the majority of city dwellers, they will have to rely on themselves, family or the Collegiate (a system of organised criminals spread throughout Emerhall, broken up into Colleges of criminals that operate in their respective districts with strict territorial division) for protection. As a general rule, Emerhall is not a violent city, but the Contubernine Militia spend the majority of their resources, as directed by the Governor, on the protection of the Magnus Portus (Emerhall's great docks capable of holding over 150 ships at once, with most comparable docks not even able to hold 1/4 of that number at capacity), the Corpus Mercantilis (the Mercantile district of Emerhall, divided into a Pentagonal pattern of trade, where all manner of exotic, foreign goods can be found) and the Polders (the unusually bountiful agrarian sector on the north western portion of the city hinterlands). Outside of this, the citizenry are expected to govern themselves day-to-day, with very few matters, outside of incredibly serious matters such as arson, murder, rape, marital infidelity or disruption of trade being directly handled by the Governor or the Governor's Deputy (Office of the Vicarius). Overall, this is a popular governance style with the citizenry, who prefer to keep their affairs to themselves where possible and only wish to rely on the Imperial system where absolutely necessary, such as in matters of city defence, foreign trade or serious crimes.   Taxation in Emerhall is not excessive but it is exceedingly well run. Due to the overall prosperity of the Magnus Portus, much gold, silver and gemstones flow into the city coffers and are famously contained in the Gerrae Helas (The Grain Tower), affectionately named by the citizenry for its humble beginnings as the first Grain Silo for the city which was eventually converted, due to its proximity to the Hilas Emerus (the hill on which the Marian Estate is constructed), to a small, walled complex wherein much of the taxation levied on the Polders, the Magnus Portus and the Corpus Mercantilis is stored for the twice yearly Imperial Tithe, often fulfilled by Emerhall in the form of gold, gems and exotic goods for the wealthy elite of Rozan. Due to the extreme success of the city under Marian rule, a secondary tower is being constructed for the storage of taxation in the long term.   Outside of the Governor's responsibilities, the Imperial Cult also operate, at the mandate of the Emperor, within the walls of Emerhall. A small but dedicated group of administrators, soldiers, interrogators, spies and investigators, their stated responsibility within the city of Emerhall is to uproot any destablising forces within the city, destroy secret societies bent on instituting governmental reform deemed harmful to the Emperor's interest, as well as ensuring that the public morals are not corrupted by foreign influences. Of course, the unstated but well known aim of the cult within the city is clear: they aim to remove the Marian Dynasty from power, due to their obvious Republican leanings and staunch opposition to much legislation proposed by the Emperor in the Imperial Senate, as well as their incredibly loyal political power base, Emerhall could be a source of rebellion if not checked soon. As a result, a continual power struggle between the Cult, the Contubernine Militia and the Governor often spills into the upper echelons of society, as well as the lowest dregs, with rumours of the Cult funding anti-Marian bandits with the purpose of disrupting trade, to the Emerian Riots of 271, where rumours of Marian instigation of the riots as a political bargaining chip with the Emperor still persist even today.   One final key element of power within the city is referred to as the Deems, the chariot racing track within the city which virtually all members of the Patrician Class and Plebeian Class alike will attend at some point in their life. A simple concept, with two teams split into Blue and Green, much power is held by the teams of the Deems, with a good show of racing placating the desires of the mob for days on end. Such is the popularity of the races, which are not limited to just chariots but also include beast races, displays of arcane performance and even complete re-enactments of the Siege of Emerhall (though it is a stage act, not actual violence), that the Imperial Cult's attempt to include bloodsport games within the lineup was soundly rejected by the mob and thus, at the request of the people, bloodsport games were banned in Emerhall by the Governor's office.   As a whole, the city of Emerhall runs itself day-to-day, with moderate interference from the Governor's office to ensure the continued prosperity of key centres of production in the city. Due to the prosperity of the city and virtually 0 taxation on minor farming settlements, mercantile gains below a certain threshold and regular feasts, games and dances being thrown by the Marian Dynasty, the mob remains thoroughly placated and the city in a state of constant growth.

Infrastructure

Via Emerus - The Via Emerus is the main connecting roadway, from the Old Republican highway, still maintained by skilled labourers and manned by Legion patrols. It serves as the link between Emerhall and the township of Mariana, as well as providing links to the Half-Dozen Hells and the wider Empire via the Serranian Woodlands. Due to the relatively flat and stable nature of the land around Emerhall, it is considered one of the safest places for merchants to travel from over land.   Magnus Portus - The Magnus Portus serves as the pride and joy of Emerhall, arguably the city's most distinctive feature. Over two miles wide, with intrictate infrastructure facilitating the manipulation of the flow of water, gargantuan cranes to facilitate lifting entire ships out of the docks when necessary, as well as a robust administrative infrastructure in the form of the Aqmaestri to log each ship's passage, relevant taxation and cargo, it is an impressive construct of adamantine and Serranian Timber, backed up by a well trained and dedicated support staff.   The Ludi - The Ludi is a relatively straightforward piece of infrastructure, though one of the city's oldest, it serves as the primary games arena for the Deems and other ancillary games that occur during the off season for the Deems. Capable of holding over 20,000 people sitting and another 30,000 standing, it is a sight to behold during the Lupercalis festivites, with over 50,000 people cheering for their team, candidate or enjoying the spectacle of a mock battle. Historically it also serves as a point of interest for architects within the Empire, as the constructed stoneworks used to build the Deems are not replicated anywhere else within Emerhall or even within the Empire, leading many to speculate that it may be of Dwarven origin or perhaps even date back to the Crux Interius period.   The Polders - Outside of Emerhall, to the north west of the city, large Latifundae or Megafarms exist in the form of reclaimed land. Distinguishable through its endless windmills, grain towers, manmade rivers and low lying terrain, it is unlike most other landscapes in the Empire. Managed exclusively by wealthy houses that pay direct taxation in the form of monetary income and crop production, the Polders serve as the breadbasket of the Western Reaches and provide enough grain to sustain the city of Emerhall with each harvest. So successful are these endeavours that surplus is expected and planned for every year, with roughly 15 new grain towers being constructed every year in the Polders to house additional stores. An ancestral connection also brings many Emerians and other Imperials to this location as a sort of pilgrimage, to offer respect and to see the birthplace of the Great Reformer, Marian.    House of Black & Gold - This mysterious campus is closed to the public, mostly, though some open days are held for prospective students of the upper classes or those wealthy enough to afford its exhorbitant tuition fees. More often than not, for the locals of Emerhall, it serves as a sort of boogeyman to encourage children to behave; as well as swirling with rumours about connections to the Imperial Cult, mysterious beasts that are seen wandering the plains of Emeria or strange magics that sometimes alter the landscape around the House itself. Nevertheless, there is a respect amongst Emerians for the House, as its members did not abandon the city during the Tempore Igni and instead lent their considerable resources to the Emerians when the Green Tide came; allowing the city to hold out through a mix of might and magic whilst the endless Orcish hordes assailed the walls.   Marianic Walls - An impressive network of walls surrounding the city, with an interior wall protecting the core districts of the city, its tall towers and intimidating gateways have seen off many a would be attacker. In peace time they remain partially manned, requiring a serious force of 2 Legions to adequately man.   Republican Sewers - Like all great Republican Cities, sewers and aqueducts were built to faciliate the flow of foulness away from the city and to allow running water into the city. Like all Republican sewers, they were constructed to last and often house the nastiest denizens of the city, ranging from elementals to thieves to bodysnatchers.

Districts

Glass Spire Ward - Located in the centre of the city, it is distinguishable by its double storey houses, with terraced roofs, flanked by fences and well tended gardens. Named for the Transluscent Spire that once lay at the centre of the Ward, it was destroyed during the Siege of Emerhall by a stray boulder allegedly thrown by a hill giant attempting to destroy a redoubt held by only five legionaries. According to the legend, a member of the Evocati (the magical branch of the legion) deflected the boulder with an arcane ward and shattered the spire. In the modern day, it is home to the wealthy elite of the city and is a residential district, where balls, dances, feasts and elegant games are held by the human and elven elite alike.   Corpus Mercantilis - This Pentagonal ward of the city is hemmed in by extended walls and accessible via 2 gates, leading to the Docklands and to the Hatushal Ward respectively. Trade is only permitted in this area during daylight hours and it is considered a veritable melting pot of Emerian culture, with each section of the ward displaying trinkets from the Ascendancy, the Dominion, of Orcish make, from the far off realm of Kaxos and fine Imperial wares. It is said that, with enough time, one can find almost anything they desire in the Corpus and, if they can't, they can find someone to procure it for them. Defined by its orderly structure, straight roads and lined with soldiers of the Contubernine Militia, it holds an austere atmosphere broken up by irreverent trade and the melting pot of lives that connect at this port city.   The Docklands - A mix of a commercial, industrial and residential district, the Docklands melds daily life with business in an indistinguishable manner. Squats and loosely constructed insulae mark the coastline, with many of their inhabitants taking their day's work at the Docklands as fishermen, crane operators, longshoremen, administrators, guards or various other ancillary jobs. Notably, most of the docklands are constructed of a deep blue stone, known as Lapis Mare, by order of the Great Reformer during his lifetime and was allegedly aided by striking a deal with the Deep Ocean Meritus, or the Tritonfolk, to aid with their underwater construction expertise. Nowadays, Tritonfolk are seldom seen at Emerhall but their supposed legacy remains, its worth measured in cargo, coin and man hours.   Hatushal Ward - The Hatushal Ward is the newest Ward within the city, constructed a mere 300 years from the modern day, its buildings are constructed of stout wood, shale stone and are often accessorised with Orcish addons in the form of thatch, earthworks and minor constructs. Built a mere 20 years after the Migration, during which Orcs of the city of Orsa and the Orsinian Mountains came to the city with peaceful intent to lay down their arms in their fight agains the Republic and instead desired work. With trepidation, it was given to them and, after 20 years of peaceful coexistence, it was voted by the Citizens' Assembly of Emerhall to construct a new ward for their Orcish friends and allies. This was opposed initially by the Patricians of the city, including the Marian Dynasty but, after much discussion, the greasing of right palms and pragmatic realisation, the Ward was constructed with full backing from the Plebian Class and the Marian Dynasty. In the modern day, it is a residential ward primarily but, due to Orcish knowhow in barrack structuring and defence, it serves as the primary quartering ground and mustering area for the Contubernine Militia within the city. As a result, it is a flurry of military activity, smithing, supply depots, taverns and gambling halls alike.    Pyrrus Ward - The Pyrrus Ward is named for the Prophecy of Pyrrus, said to be a fool who will lead the Empire to great danger and peril, ultimately destroying it in his foolishness and lust for power. The ward was originally named the Tuxal Ward, for the former Great House of the city; however when the Imperial Cult made its home in the Ward, the Governor renamed it to the Pyrrus Ward, seemingly as a sly comment on the opinion of the ward's new occupiers. It serves as a secondary administrative nexus outside of the Governor's quarters in the Glass Spire district, which were moved out of the Pyrrus Ward after its renaming, as well as a residential district for a middle-class of tradesman within the city, such as weavers, dyeworkers, wealthier captains and successful merchants.
Founding Date
2260 SA
Founders
Alternative Name(s)
Emeria, Emerus Militus
Type
City
Population
300,000
Inhabitant Demonym
Emerians
Owner/Ruler
Owning Organization

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