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Oghmont (Og-mont)

Capital of Volkarde

Straddling the north-south banks of the Mehraz River, Oghmont is the second largest city in Esverda, and the largest city of the Kingdom of Volkarde.
Oghmont is currently the leading producer and exporter of affordable goods and services on Urthe. Clothing, basic medical supplies, long-term provisions, melee weaponry and armor, and journeyman level magical compnents are all manufactured and shipped from the city. Materials to support its industry are sourced from the various towns and villages under the rule of Volkarde as part of the country's taxes.

Demographics

Primarily human, with a mix of half-elves and elves making up a minority.  Dwarves, gnomes, and halflings also have a noticeable presence. In the slums, more diverse races such as half-orcs, goblins, and other exotic humanoids can be found. Locals are not surprised at the sight of other humanoid races.

Government

Being the seat of Volkarden authority, the city itself is governed by the powers of the royal government. The city guard is an extension of the royal army, which maintains a fort in the northwest sector of the city. The royal family has been traditionally very stable, with the line of kings producing able and competent rulers since the line began. Due to the nature of the countries' formation, the government has pursued an isolationist policy and takes action only when a threat is determined to be imminent and credible. Rigid policies have resulted in extreme success in the nation's goals and the city has benefitted greatly over the years due to its dedication to self-centered progress.

Defences

With the exception of the refugee slums, the entire city is surrounded by 50-foot-high, 15-foot-thick crenelated stone walls. The walls hold 5-foot-wide passages that allow the city guard to man the defenses with relative ease.  Round towers are integrated into the walls at random intervals as well as at each sharp bend in the walls and flanking each gate. Fort Townsend, located in the northeast sector of the city, houses the greatest bulk of the royal army and specialized training grounds for elite forces are located at the nearby estate of the Highlord of the Army's mansion.

Industry & Trade

Thanks to the skilled craftsmen of Tradesman's Way, Oghmont is a premier supplier of luxury goods and a leader in manufacturing. Garments, artificer-imbued trinkets, metalcrafts, and refined foodstuffs are all produced and exported from the city. Jewelry (high-end by human standards) is also produced and traded within the city.   Within the Old Town Market, all vendors must have received a sponsorship from the Merchant's Alliance, which strictly regulates what may be sold and traded in the square. The primary reason for this is to ensure authenticity of all goods sold and establish a baseline for quality of services offered. Without a sponsorship, many vendors have found a home in the bartering shacks, located in the outer slums of the city (where trade regulation is non-existent).

Infrastructure

The Docks house a sizeable shipyard and within Tradesman's Way are found all manner of industrial buildings such as smithies, forges, and tanneries. Watermills can be found on the banks of the river to the west of the 3 bridges (the Commoner's Bridge, the King's Bridge, and The Trader's Bridge). Oghmont features indoor plumbing throughout the city and an extensive sewage network lies beneath the surface. The major road system acts as a demarcator of the city, which divides the city into quarters based on the North-South King's Highway and the East-West Kings Road.  In general, the city is in decent condition at this time.

Districts

The Old Town Market

  Situated in the affluent northern half of the city, the Old Town Market is where most of the dealings of the city occur. Considered by the populace to the be the heart of the city, it houses not just the basic amenities of any settlement (Baker, Butcher, General Store, Blacksmith, and Tailor), but boasts an Inn (The Arcane Estate - run by the Innkeepers Guild), The Central Bank and Exchange (run by the Bankers Guild), Kale Kelomon's Recovery Services (a Guide and Tracking service sponsored by the Mercenaries Guild), Kazeem's Imports (a vendor of exotic food, drink, and goods - unrecognized by any of the guilds), and a stables (run by an independent rancher who moved to the city from afar).   The district is home to many of the sponsored vendors who ply their wares, but the primary residents are located in the northeast sector of the district where it borders the Temple Heights. There, the palatial grounds of many of the city's nobles can be found, featuring the mansions of Lord Farah Lynoll and his chief rival Lady Doris Kelemon. The estates of lesser houses can also be found and are as follows:  
  1. Lord Ivor Leilo
  2. Lord Prad Milagos
  3. Lord Husayn Oakley
  4. Lady Nia Taliesen
The district is gated and the city guards bar entry unless a toll is paid at the entries. This toll funds the security of the area, a necessary burden due to frequent crimes around the market square.   Every Moonday, by 12 noon, every merchant who wishes to have a space in the market square must have their petitions submitted for the following week. Every petition must list which day(s) they wish be active, who their sponsor is, and what goods they will sell. In addition, each petition is required to bear the sponsoring entities' seal as well as including the filing fee for each day they wish to be approved for, regardless of whether they are approved or not. Many smaller vendors take care of this task in person, while the larger, established vendors have subordinates take care of the necessary paperwork on their behalf.  

The Bartering Shacks

  Officially, the city does not recognize the Bartering Shacks as a district. Its creation was the result of the stiff requirements placed upon merchants to sell their wares in the Old Town Market. In response, merchants who could not find a sponsor from the guilds or nobility formed their own market outside the city walls within the refugee camps adjacent to the southwest walls. Like the camps, it is a dilapidated area, open to all and regulated by none. Here, merchants of varying scruples ply their wares (both legitimate and illegitimate) to anybody brave enough to dare the environment.   Lesser quality establishments of the basic necessities found in Old Town can also be found at the shacks (a baker, butcher, general store, smithy, and tailor) but some unique stalls stand out. Two Sabian refugees have set up individual luxury furnishing stands, one of which secured a membership with the Carpenters guild due to ancestral ties with House Oakley and the other securing a guild membership through dealings with House Taliesen. Two Soothsayers can be found amongst the rabble (a master whose family has served the city for generations and her former apprentice, the latter of which has a reputation for being unskilled but bolsters her talents with magical means unavailable to her master), and the Alchemists Guild has set up an Alchemy Shop to serve the constant influx of travelers.  

The Temple Heights

  Located on the Palatial Hill, west of and adjacent to the Royal Palace, the Temple Heights is the culmination of years of toil and stands as a beacon of the success that Oghmont represents (aside from the actual palace). Officially, it is the spiritual center of Volkarde.   Despite the name, the Temple Heights actually houses only one temple: The Chamber of Light. It is a grand cathedral constructed of the same whitestone with crystalline grains that was used in the Royal Palace. Surrounded by lush gardens, fountains, statues, and waterworks, the cathedral is dedicated to worship of Alar and to a lesser extent, Darean and Ra (known as the Trinity of Justice in church teachings). An arched glass roof and dome cover the central sanctuary and the interior walls are decorated with ornate carvings and murals depicting the age of creation and the glorification of Alar. The temple itself is maintained through funding primarily originating from the merchants guild. As an extension to the temple, the church has also created its own bank and exchange (in defiance of the Bankers Guild). Contrary to common beliefs, the church's financial terms are generous to those who qualify for assistance and even those individuals who have found themselves unable to meet the initial terms of their agreements with the church have found the conditions for forgiveness much more amenable than those from standard lenders.   Also notable is the Inn, The Shining Light. Located just 15 minutes away on foot from the Chamber of Light, The Shining (as it's called), is a magnificent Inn owned and independently operated by an old married couple: Raef and Nikki Pearl. As devout followers of the Trinity, fortune has blessed the couple and their Inn has benefited greatly off their success. The rooms are spacious and warm, their larders are filled with the finest foods and drink, and their common room is of such lavishness and comfort that the greatest bards and troupes all vie for the opportunity to play for their patrons. Despite the bright and cheery surroundings, the Inn does have a history of being the place were some of the most devious back-door deals have taken place, as it's grandeur has attracted all sorts of people. Curiously, the Inn is not recognized by the Innkeepers guild.   Suspiciously, a Bathhouse also operates in the district, though nobody is entirely sure who operates it. It is not sponsored or registered with any of the local guilds, but the building and service are second to none. It is staffed by only the finest men and women, the grounds are always immaculate, and the service is amazing (though patrons are sworn to secrecy about what exactly constitutes "service" in the establishment). While nobody actually admits to partaking in the services of the establishment, it's business revenue grows every year.   The district houses other services such as a Scribe's Office (where the majority of the city's correspondence is produced), a House of Hope (unofficial in the eyes of the church, where Alar's more humble clergy interact directly with the laity), and a House of Spiritual Healing (run by a sisterhood of devotees to Graehm, sponsored by the Church). A specialized tailor run by the Tailors guild can also be found and soothsayer of Totaman has also been known to offer advice in the area.   Lady Moria Nerys currently makes her residence in the Temple Heights, residing in a mansion nearly as impressive as the cathedral. Two lesser estates can also be found nearby, belonging to Lady Mieko Palimar and Lady Loma Anela, respectively.   A fair amount of middle-class citizens call the Temple Heights home, with the majority of these people employed as servants of the church (groundskeepers, servants, administrators, cooks, etc.). While the district itself is walled off and guarded at the gates, there is no entry toll for passing through and despite the opulence of the area, crime is infrequent (mainly due to the employment of private security by the residents and church).
 

The Docks

  Lining the North Bank of the Mehraz River and reaching parts of Old Town and the Military Section, The Docks are considered to be the lifeblood of Oghmont. It is responsible for the quick transport of all the necessities and luxuries that keep the city alive. Without the docks, the movement of goods and people would depend on much-less-secure overland routes and the city itself would suffer greatly without the vital resource the river provides. For these reasons, security at the Docks is tight, and entry is granted only by passing guarded checkpoints. Crime is uncommon here because of this.   While the Docks have no housing, the sheer influx of people who perform various jobs in the area has produced the need for many services, while others have simply taken advantage of the throngs of people who are present at all hours of the day.   The first and foremost shop was the Bolliger's, the local shipwright. Not long after, an Inn (The Hairy Drunk - opened by the Innkeepers guild), a Tavern (The Tattooed Dwarf - run by a former soldier who recently retired from the Royal Army), and House of Pleasure (Madame Elsa's - Run by a Wood Elf woman who defies guild missives and sees herself as a rival to the tavern owner. She employs human women exclusively and has strict standards for their hiring) sprang up. A local club exclusively for Sailor's opened up not long after (run by a former sailor who lost a leg), and the local guilds saw a need to sponsor a weaver and cooper in the area as well. A shipwright from Bregor's Bay recently set up shop to rival Bolliger's, and after stiff competition in the Old Town Market, the merchants guild decided the best way to sell rare imports would be to set up a shop directly at the docks to reduce overhead. Additionally, a rare botanicals importer has decided to follow the example of the merchants guild, and now sells his wares directly at the docks instead of the markets. Interestingly, one of the local nobles directly funded the venture, but the shop owner refuses to reveal his benefactor.  

Commoner's Warren

  Located in the Southeast quadrant of the city, this district stretches eastward from the Kings Road to the eastern walls. Bordering the southern riverbank, this district is as old as Old Town, but in far less impressive shape. Originally built as housing for the city's general laborers and workforce, as the economic gap between the working class and the nobles has widened the state of the district has fallen into further disrepair due to lack of significant investment. Due to the perceived lack of value within the district, security is light, with only a single patrol assigned to the quarter. Crime is frequent and offenses often go unsolved, assuming they are reported or investigated in the first place (although most crime is related to property rather than personal harm). Visitors rarely have business here and when they do, it is usually to visit a relative or friend. Row houses separated by a grid of of pathways dominate the scene, though a few residents have managed to make the most of their lot and an occasional home in good state with gardens can be found amidst the neighborhoods. In the Southeasternmost corner, directly against the walls, are the residences of 3 nobles who have chosen to reside in the district; Lord Najre of House Lordan and the minor houses of Lady Carri of Elonai and Lord Numan of Whulfren.   A main road cuts through the district going east-west and is considered a "main avenue" although the road ends in a stop shortly before reaching the walls. Along this road several amenities have been established to provide services for the locals. The Butcher's Guild has set up a shop and is considered to offer a fine selection despite the surroundings. The Alchemists guild has set up a shop of wares, though an independent Gereshi apothecary has opened business next door, causing friction betwen their businesses. A local resident retiree has set up her own Weaver's shop and the quality of her wares is on-par with those in Tradesman's Way. An Inn has also been set up by a local family, but is not recognized by the Innkeepers guild. Two soothsayers walk the main avenue, rivals in their craft which they learned from a master located in the Bartering Shacks (One has garnered a reputation for his garish gesticulations and theatrics in his sessions, while the other is seen as rather unremarkable).   In defiance of local guilds, House Elonai has set up a house of leisure (The Silken Sheets) along the main road, where it meets the King's Road. It is notorious for scouting local youth for its workers. In addition, House Whulfren set up a Tavern (The Brawling Beard) near the The Silken Sheets. This tavern has garnered a reputation as a location for shady deals and schemes to be hatched by unsavory parties. Though both establishments are unrecognized by the guilds, their patronage by minor noble houses has kept them out of direct trouble.  

Tradesman's Way

While the Temple Heights function as the spiritual center of the kingdom, it is Tradesman's Way that functions as the beating heart of the nation. Its is here that goods are produced for export and imported materials are processed into refined products for resale. Corporations and Guilds are formed within the districts gated boundaries and if a formal business agreement needs to be signed, it within Tradesman's Way that it must happen. The district is located north of the docks and east of the Palace Grounds, and on its northern borders lay the military grounds.   The citizens residing in this district are few and far between, but they are considered the highest of Volkardian society. They are the leaders of industry, guild heads, and once-a-generation craftsmen who all boast lavish mansions decorated with colorful gardens and greenery. No less than 8 patrols are assigned to this district around-the-clock and entry through the gates is strictly monitored. What crimes that do manage to happen are swiftly investigated and prosecuted to the fullest of extent, with offenders rarely being offered leniency.   The Innkeepers guild established their prized inn within the district; The King's Oak, whose sole purpose is to rival The Shining Light of the Temple Heights. A renowned painter (Louis d'Vertignon of Chartres) has set up a gallery where he and his guild may display their works, however a rival gallery has also been allowed to set up nearby, run by a High Elf (Valistar Sungazer) who features works created primarily by Hynesian artisans. Under the Alchemists guild, an official shop operates but recently, an unaffiliated alchemists shop run by a High Elf named Valerias Sungazer (brother to Valistar) has been opened (which claims to source its ingredients directly from Shylessar, the Elven Nation, and thus have more potent products). Quellana Sungazer (sister of Valistar) operates a tailor with material sourced directly from her homeland (also drawing the ire of the Weavers Guild). The Sungazers also operate an independent Bank and Exchange, where they offer foreign banking services in addition to local accounts, much to the chagrin of the local guild. Interestingly, a single independent cobbler has set up shop within the district as has resisted all calls for formation or membership into a trade guild of any time. She's gained a reputation for top-quality work but has remained steadfast and insistent on her independence.   Those in need of hired help can find it in the Fellowship of Knowledge, a local band of retired court wizards and their apprentices who regularly offer their skills to Freeblade adventurers (though they are not affiliated with the Mercenaries Guild).   By far the most famous location within Tradesman's Way is the local branch of Mysticarts Magical Emporium, where cantrips and other magical oddities can be purchased, sampled, and demonstrated for the general public. Like their other storefronts, Mysticarts takes particular care to ensure their stores are welcoming and primed to sell. Magical trinkets are put on display and their employees are trained in expert use of all wares to be sold. Every store is given a Bard of significant ability to entertain and host guests and help boost sales. The store is conveniently located next to the main gate of the district, to ensure easy and quick access to all visitors.

Guilds and Factions

The city is home to an Assassin's Chapter known as Lynx Claw. The thieves' guild has a local sanctuary that works in concert with local crime bosses. Each of the major noble lords has a small private army of mercenaries, spies, and contacts that vie with each other for control of the city. the Merchant's Alliance controls all trade within the market, backed by local craftsmen and their patrons among the elite citizenry. The Mystic Emporium operates a shop near the Old Town Market and has made considerable financial investments with many key individuals in the city.

History

Built upon the site of an ogre mound, Oghmont (short-form common for ogre mound) originally housed a clan of marauding ogres. Led by a vicious chief by the name of Korrban Guntarr, the clan systematically raided surrounding towns and villages for resources. In an unusual display of cunning, their attacks did not occur at random, but were carried out at specific intervals designed to maximize gains by allowing their targets to recover sufficiently to produce more goods to plunder before their next raid. This cycle lasted for almost a century before the towns banded together in an alliance and attacked Oghmont directly. Despite heavy losses, the alliance was successful and every ogre within the mound was exterminated. Recognizing the strategic location of the mound, the victors decided to build a central city from which the hometowns of the people could be protected. The alliance had officially transformed into the first governing council of Volkarde.   Initially, the city grew slowly, with many people hesitant to leave their ancestral homes and towns for a centralized city populated by newfound "citizens" of their young nation. However, with the removal of the ogre threat came newer difficulties. Bandits, goblinoids, and monstrous threats soon filled the void, and many people sought the protection of numbers and the fledgling royal army. This influx of people spurred rapid growth as tales of the cities' prosperity spread, and more skilled individuals began to call the city their home. Eventually, the size of the city swelled to the boundaries seen today, which culminated in the construction of the Walls, Fort Townsend, and the Royal Citadel

Points of interest

The Royal Citadel sits atop King's Hill, built almost entirely of whitestone with crystal flecks set into the stonework. The complex consists of four walls surrounding a central castle. Atop each corner sits a 400 foot spire, accentuating the 600 foot spire rising from the central dome of the castle building. The complex faces east, and the southern wall stands atop a steep cliff, at the base of which is the Commoner's Entrance, which leads into the hill and the bowels of the complex. In these sublevels are where the city administrative functions are performed and where commoners may lodge official grievances.   The Temple Heights are home to houses of worship for almost every deity found on Urth, and many devotees of the gods find themselves here due to the grand temples built by influential patrons from the houses of local nobility.   The local branch of Wonderous Works and More is one of the Mystic Emporium's largest storefronts, with thousands of customers daily. It is one of their most profitable locations (third behind Bregor's Bay and Freedholme). The store is currently managed by a former Court Wizard of the Royal Army.   The Freeblades maintain a regional lodge in the Docks district and a satellite office in Old Town.

Tourism

As a hub of both luxury and security, Oghmont is flooded daily by visitors. All races will find sanctuary within the walls, lending to its identity as a cosmopolitan metropolis. Combined with the ease of obtaining rare and valuable goods, Oghmont is a highly desired destination for all travelers. Today, all non-residents (those who live inside the walls) are subject to a 5 Gold gate entry fee.   Because the citizens have become so used to the sight of foreign visitors, they have adopted a generally neutral attitude towards new faces.

Architecture

Old town, constructed early in the cities' history, is comprised primarily of wooden structures. Once the city grew large enough to secure stone quarries, the rest of the city was built primarily with masoned stone.

Geography

Old Town, The Royal Citadel, and The Temple Heights stand upon the hill which once served as the ogre mound (know known as King's Hill) where the city takes its name from. Stretching from the base of the hill's southeast edge to the riverbanks is Tradesman's Way. Adjacent to Tradesman's Way, on the northern banks of the River are the docks. To the west of Tradesman's Way is the Old Town Market District. The Fort Townsend military complex begins at the eastern base of the hill and extends 5 miles eastward. South across the river (accessible by 3 bridges, 2 from the Old Town Markets and 1 from Tradesman's Way) is where the Commoner's Way lies (where the majority of the citizens live). Directly outside the southern walls, from the southern bank of the river directly west of Commoner's Way, sweeping southeast is the refugee city and its accompanying market the Bartering Shacks

Natural Resources

The land north of the city has been reserved exclusively for farming, extending 10 miles north of King's Hill and bisected by the King's Northern Highway. The Western and Eastern Fields are alternately farmed each year to encourage fertility. The Mehraz River is plentiful with fish and local forests contain game for hunting (of particular tastes are the northern forest bears, considered a rare delicacy). Stone quarries and forests provide ample building materials.
Founding Date
1433 SA
Type
Capital
Population
~225,000.
Owning Organization
Characters in Location