BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

The City

The City is a relatively advanced, isolated city located in the Southern Wildlands of Pyalea. The population of The City dwell safe and self-sufficient within the confines of The Wall; a long-standing, protective barrier, and great feat of engineering that the society works ceaselessly to maintain. The Wall shelters the predominantly human and gnomish population from the wilds beyond.

The City is by far the largest settlement found within the region, but engages in extremely limited trade, diplomacy, or communication with any other inhabitants of the region, or even the much larger societies and factions found in the northern regions of Pyalea.


Contents


Geography

The City is located at the base of Mount Firebrand, on the south-east side. To the north runs the range of the Candide Mountains, one of the two ranges that seperate the Southern Wildlands from the northern regions. To the east are the vast forests of The Wilds, the varied and dangerous inhabitants of which are kept at bay by The Wall and limited ranging expeditions.

To the west and south are the Sundered Plains, a wide expanse of grass and scrub, mixed with a strange and smooth landscape of hardened lava flows, and all marred with the scars of sinkholes and torn open crevices, a result of an underground cave network being subjected to the seismic activity caused by the eruption of Mount Firebrand. The plains are unstable and perilous, and made even more so by their deceptive appearance of open ground and easy traversal. The plains eventually lead to further swaths of forest to the south, and the coast of the Parlous Ocean to the west.

To the south-east are the Thundering Hills, rolling rocky hills littered with crags, crevices, and bluffs, and home to a wealth of game utilised by rangers for hunting.

The Amberflow River runs from the Candide Mountains and into The City. The river is utilised not only as the water source for the population and irrigation for their farmland, but as one of their main power sources for industry, and the movement of goods throughout The City. The river forks within The City, continuing to the east and south, with the eastern branch taking on the name Maga River as it continues across the region, joining with other rivers on its long journey to eventually reach Hollow Moon Bay.


Origins & Founding

As a result of the invasion of Pyalea by the Karratesian Legion in 2944 PL, the smaller city states and petty kingdoms of the then Southern Cascades (later to be known as the Southern Wildlands, Sud Wildlands, or simply The Wilds), are dragged into a continent-spanning conflict despite their independence. Other local factions simultaneously seize the opportunity that the upheaval offers to expand their claims and settle grudges within the region, plunging the Cascades into their own battleground as cities, towns, and communities are captured, slaughtered, or displaced.

In 2947 PL as the greater conflict transitions elsewhere, dragging some factions away, while others retreat and recover, or simply disappear, a new community forms from the survivors of disparate and displaced groups from throughout the Cascades, and attempts to build something new at the base of the volcanic Mount Firebrand.

The community struggles to find unity, torn in numerous directions by different factions, the arrival of outsiders seeking to join their burgeoning town, and both interior and exterior threats; self-important magicians focused on their own studies and blind to all else, a charismatic cult obsessed with their leader who seeks to commune with the intimidating volcano that towers above them, a forceful group of outsiders that have worshipped the volcano itself from afar, unexpected emissaries of The Ancient Heart, Gnomish inventors from a nearby settlement who are surreptitiously handed leadership within a community they were not previously a part of, dangerous wild creatures in the form of giant carnivorous birds and unidentified subterranean monsters, curious and shy mushroom entities who hide within the strange tunnels of the mountains, encroaching well-off dwarves who arrive without warning or shared purpose, and many more trials.

Due to these many challenges, they became increasingly wary of outsiders. To protect themselves from outside threats, and the prophesied oncoming eruption of the volcano, they iterated several times before designing a great barrier now known as The Wall - a blend of solid physical walls and great protective magics, powered by the local leylines and magical nexus located within the volcano, and united by the advanced technological creations of the gnomish inventors.

The City is officially founded within the protective boundaries of The Wall, and the community is able to expand and prosper, even as the region is irrevocably impacted by the eruption of Mount Firebrand.


Government

The City is a city-state operating as a Social Electocracy.

The City is predominantly run by a number of ministries that organise and advocate for their given purviews. Each ministry is comprised of several representatives from within their respective fields, and is responsible for the policies and education of their field. Inter-ministry matters, external matters, or those concerning The City at large, are brought before The Forum.

The Forum is comprised of representatives from each ministry as well several nominated community members, and presided over by The Steward. The Steward determines what matters are on the agenda, acts as an arbitrator for discussions and debates, establishes the final form of any proposal based on the input of The Forum, and has final say on the outcome. Though not required, with very few historical exceptions, the final determination is generally put to a vote of The Forum.

The Steward

The position of The Steward is the head of government within The City. It is an elected position from within the members of The Forum. There is no set term or term limit for the position, but an election for the position may be called as part of any Forum session by any of its members. As the position is elected from the current Forum membership, The Steward is generally a long-standing representative of a particular ministry, which some see as being highly subject to bias and favouritism. Often in response to this, many ministries will support one of the community-nominated Forum members with no direct ministry ties.

The ministries have a great deal more direct power within The City, but only over their given field, and it is The Steward that is ultimately responsible for classifying what falls into each purview. The office of The Steward is advised of all ministry policies and decisions before they are enacted, at which time The Steward may either sign off on the order (confirming that it is within the respective ministry's jurisdiction), or refer the matter to a Forum hearing (denoting that some aspect of it falls outside of their jurisdiction).

Ministries

Each ministry determines its own members and representatives, though at least one position within each ministry is required to be held by the People's Elect: an individual elected by popular vote from within the field or industry. This role is often filled by an appropriate guild member or leader. Other positions are generally filled by influential figures experienced in the field (often those who are no longer able to actively work in the field), or by career politicians (often specialised in the field, or with some connection to it).

The size, number, responsibilities, and nature of ministries have changed throughout the history of The City, with new fields requiring representation, old fields losing relevance, or through merging or splitting of jurisdictions.

As of 3591 PL, the current ministries of The City are:

Ministry of The Wall

Though the make up and organisation of each ministry is unique and often changing, the Ministry of The Wall is at present the most notably unique operation. In the past, the practices and responsibilities of maintenance of The Wall fell under as many as four different ministries at any given time (some examples include the ministries of Magic, Mechanical Engineering, Defence, Peace, Structures and Districts, Verticality, and more).

Tired of the unclear jurisdictions resulting in every single matter being taken to the Forum, all aspects of wall maintenance were combined under the Ministry of The Wall in 3541 PL, and a sub-departmental structure implemented. The Ministry of The Wall effectively acts as its own insular Forum, governing the matters of its various departments in a similar manner, but with some more clearly defined jurisdictions, and members with an understanding of the technical details and differences.

The Department of Structural Maintenance handles the physical aspects, the Department of Mechanical Maintenance handles the technological aspects, the Department of Magical Maintenance handles the magical aspects, and the Department of Coordination handles the organising and scheduling of all maintenance (interior and exterior) to ensure that all aspects are tended to equally and efficiently by the other departments, and coordinates with others such as the Ministry of Peace to ensure maintenance workers are protected when venturing outside of The Wall.

Guilds

Though they have no official recognition, there are several guilds that operate and advocate on behalf of more specific factions, industries, and trades within The City. Guilds seek to influence the policy decisions of relevant Ministries, provide representation on behalf of individuals, and often work to ensure the installation of appropriate members to their Ministry. The mandated popular vote Ministry official is more often than not a guild leader or member, in fields that have such guilds in place.

As the guilds are not officially recorded, there is not a definitive listing of all active guilds at any given time. However, some the longer-lived and more influential guilds found within The City include:

  • Guild of Smiths
  • Guild of Hospitality
  • Farmers and Grocers United
  • The Good Times Guild / Brewers Union
  • Textile Guild

Society

The City for most of its population operates as a communal collective that all work for the betterment, support, and sustenance of the community. Limited general education is provided to all children, with specialty training and advanced education then available across a number of disciplines all relating to particular industries and fields that will become their lifelong area of work.

Basic needs such as food, water, shelter, clothing, and medical care are all provided in payment for work, with those unable to work (such as the young, old, or infirm) being cared for communally.

An additional supplemental payment of tokens is periodically provided, most commonly for extended periods of work, or as bonuses offered as incentives for additional services. These tokens, known colloquially as "Rivers" (so named for the depiction of the Amberflow/Maga River fork stamped into the surface), are free to be spent on “luxuries” such as personal effects and equipment, more extravagant foods, substances, entertainment, and rare imported goods. With all basics provided, these tokens have become the de facto currency for trade and payments within The City.

A


Magic

Magic has played a key role in The City since its founding, with several prominent magicians being among their original leadership. Many of their most prominent and capable magicians were lost during the construction of The Wall and the eruption of Mount Firebrand, leaving the The City with limited magical resources but a need to maintain them. In the early days of establishing their society, they ensured that magic would be considered and utilised in much the same way as they did most resources and services - in the best interest of The City, and under the control of the government.

As a result, there has been little magical advancement or study into personal advancement undertaken or achieved, with magical resources instead being focused towards sustainable and practical augmentations of their agriculture, industry, and most importantly maintenance of The Wall. In the past, individuals with magical potential were divided between different fields and ministries, and trained by the educational systems of each ministry.

Over time, as the number of potentials dwindled, a new policy was instated directing all magical users into fields concerning maintenance of The Wall. In the present day, this falls under the jurisdiction of the Department of Magical Maintenance within the Ministry of The Wall. A nominal number of magic users are assigned and outsourced to other fields (such as agriculture and industry), tasked with supervising and assessing the magical aspects, and the Department is called upon for further support when appropriate and/or necessary.


Religion

The pragmatic and community-focused mindset that has been long entrenched within the population of The City has resulted in a society larger bereft of practiced religion. While the city-run general education programs have at times acknowledged the existence of deities in the history of Pyalea, they are not taught as subjects of worship. There are of course a small number of minor exceptions to this, and one more substantial one.

The Order of the Ancient Heart has had a presence within The City since before the construction of The Wall, their first bishop arriving with much welcomed and needed medical aid in the early days of The City's founding. Despite this long-lasting presence, The Ancient Heart has never managed to attain more than a well-worked foothold. Still occupying the original building that housed their chapter house, the present day organisation consists of a small group of a few dozen faithful and aspirants that work to bring the healing magics and aid of The Ancient Heart to The City under the guidance of the current representative, Évêque Cyril Durand.

The author and philosopher Tahir Makhloufi observed that the population of The City had effectively deified The Wall itself, regarding it as something of a divine, infallible saviour that they must live in service to. They did also note that The Wall had made far more direct and observable interventions on behalf of The City than any deity in recorded history, so perhaps this wasn't so peculiar.


Defences & Military

The Defenders

The City does not have a heavy reliance on military manpower, given the formidable and historically infallible protections of The Wall, however they do have a standing military force in the form of The City Defenders. The Defenders are primarily tasked with the duties of peacekeeping and law enforcement within The City, but are also capable of manning The Wall's weapon installations in the rare occurrence of a threatening force (or more likely a rogue wild creature) reaching their walls. The Defenders also man an outpost upon the mountainside, primarily used as a scouting platform.

The Rangers

The Rangers are technically closer to hunters and gatherers or scouts than they are a military force, but garner a great deal of respect for their abilities and bravery none the less. With the exception of miners, Rangers are the only residents of The City that regularly venture into The Wilds, and the only people other than the Defenders occupying the mountain outpost that spend extended periods outside of The Wall.

Rangers hunt seasonal game to feed The City, keep populations of wild beasts in check, clear the encroaching forest from approaching The Wall, clear blockages in the rivers, scout The Wilds to keep abreast of current affairs and potential threats, and lead and protect maintenance parties to the exterior of The Wall when required.


Locations

Districts

The City is split into three distinct districts, naturally divided by the Amberflow/Maga Rivers. Each district has a single large gate to pass through The Wall, and a set of two wide bridges leading to each of the other districts (which are replicated on each level betwen the Residential and Industrial districts). The rivers are also utilised in the passage of goods between districts.

To the south-west is the largest of the three, the Residential District. Climbing up a series of four high-rising layers, buildings and walkways are stacked one upon another, rising up to meet the limits of the protective barrier above. The vast majority of structures here are basic residents, but a number of Defender Outposts, Provisions Offices, and smaller shops and services are scattered throughout. The upper levels of this district feature more luxurious (but still compact) abodes as well as governmental buildings like the Ministries. The highest level, being the only in this district exposed to direct sunlight, features a handful of public gardens (almost the only in The City) and courtyards, as well as The Forum and the Office of The Steward.

To the north is the Industrial District. Stacked just as high, this district contains almost all of the production and industry of The City, with the exception of most food production. Wood, iron, textiles, paper, tools, equipment, armouries, distilleries, printers, and much more can found here. There are also a handful of Defender Outposts and shopfronts.

In the south-east is the Agricultural District, nestled in the river fork. This district remains, for the most part, at ground level, and serves as the farmland of The City. However, even this district has begun expanding upward (and even downard), with the problem of an ever-growing population being met with the solutions of vertical greenhouses, multi-storey fish farms, and subterranean mushroom caverns and storage. The majority of the district is open cultivated fields of specialised crops, from which The City derives most of its food. Thanks to the careful selection of crops, the protection of The Wall, and the application of some rudimentary magics, The City is able to utilise its farmland throughout the year.

Mount Firebrand

The only permanent holdings beyond The Wall can found on the southern side of Mount Firebrand in the form of the Defender Mountain Outpost, a manned military station primarily used as a scouting and lookout platform. The outpost also serves in overseeing the operation of The City's mining operations which are present primarily across the southern base. The miners that operate the mines do not remain outside The Wall for more than a day, but the outpost is manned by a squadron for weeks at a time.

Landmarks
The Wall

The City's most notable landmark and most important structure is The Wall. The Wall is a 50ft stone wall with wooden and iron reinforcements and elements augmented by a magical barrier that permeates the physical wall and extends out above it as an elongated dome. The Wall has stood since the early days of The City's founding, and is credited almost exclusively for its survival.

The Barge

The Barge of Brennigan is a large, expandable riverboat that is capable of spanning the width of the river. Though utilised as the primary transport for goods across and up, down, and across the river within The City, it also serves as the staging area for most of The City's grand events. Anchored in the middle of the Amberflow, The Barge can be viewed from all tiers of The City, including from several specialised spectator stands, as well as from the river itself, and most of the surrounding bridges.

The Barge periodically plays host to competitions, sports, performances, and debates. The grandest of these events are The Trials, a triennial series of competitive sports, games, activities, and combat trials.


Inhabitants

The City is home to the protagonists of our campaign: Ash, Brynn Westfell, Flint Embercoil, and Sage Bateleur.

Notable Inhabitants


Maps

The City



Concepts

The original concept summaries proposed in creation of the campaign setting. May no longer be accurate.

Magic: Use and training of magic is controlled by the ruling class, with practitioners all being part of the regime in one way or another. Magic is taught in service of practical ends; maintenance, production, control. For most, this is the full extent of their abilities.

War: Once plagued by them, so long as The Wall has stood in their defence, The City has known no major external threats, and outlasted any and all former enemies. Internal struggles, regimented oppression, and ranging or skirmishes in protection of outer-wall maintenance are as close as it gets these days.

Technology: Relatively advanced, pseudo-steampunk levels of technology, with magic-based or augmented power and machinery for production of resources, and defence of The City. Understanding and control of most technology is limited to the ruling class, and their delegates within the engineering class (predominantly gnomes).

Political Intrigue: A strictly enforced hierarchy of social classes effectively maintains order. Classic concept of freedom and knowledge vs what’s best for society. Potential for rebellious uprising or disturbances. Once outside, the potential to learn more about the real situation, whatever that may be.

Religion: A state-sanctioned religion dominates The City. Likely has a strong presence within The Wall, given religion’s use as a tool of influence, control, and order. Smaller subsets or sects exist, but are limited and restricted. The Ancient Heart have a small following, tolerated for their unique capabilities with divine healing magic.

Deities: The actual influence of a god or gods is likely minimal, and either co-opted in service of religion, or suppressed to prevent dissent or contradiction.

Nature: Domesticated animals and some level of cultivated produce is as close as most get to nature. Higher class likely access cultivated gardens, and more varied and interesting produce.

Resurrection: Non-existent. Potentially some kind of life-prolonging methods being employed by the ruling class. Outside the Unnamed Order, healing magic is very limited.

Undeath: Non-existent. Nothing more than stories.

Commerce & Trade: With the state responsible for providing and maintaining so many aspects of life, and most working for the good of society, stipends are largely spent on entertainment and luxuries. Trade with those beyond The Wall is rare and diligently controlled, and those exotic goods carry a steep price tag.

Firearms: Personal firearms are likely a little beyond their level, but wall-mounted defensive arms or magical-devices used to repel outside forces may exist in some form.

The City


Founding Date
2947 PL
Alternative Name(s)
The Walled City
Type
City
Population
Approx. 120,000
Inhabitant Demonym
Citizen
Location under
Included Locations
Owner/Ruler
Owning Organization

Founded

2947 PL

Region

Southern Wildlands

Continent

Pyalea


Population

100-150,000

Species

50% Human / 25% Gnome / 15% Half-Elf / 5% Elf


The Steward

Primrose Eaton (3572-3574, 3586 - Present)


Articles under The City


Comments

Please Login in order to comment!