Guildmere

The seat of power for House Araclay, Guildmere is a city of wealth, power, and quiet decay. It is a place where fortunes are made and lost, where merchants and nobles play the same dangerous games, and where the ambitions of a few shape the fate of many. Built upon a foundation of trade and industry, Guildmere is the economic powerhouse of Araclay County—but beneath its gilded exterior, corruption, intrigue, and hidden struggles define the city’s soul.

Demographics

Population: ~38,000 Majority Culture: Kentian (Dominant throughout the Principality of Aber) Minority Populations: Tlaugrathi Traders (Merchants and artisans from the Grand Duchy of Tlaugroth) Abermian Refugees (Displaced due to border skirmishes) Drow Enclaves (Primarily in the lower districts, often involved in alchemical or arcane trade) Religious Affiliations: Orterism (Dominant) – The Great Cathedral of Orterism is a seat of religious power. Lesser Cults & Forbidden Orders – Secretive factions operate in the shadows, worshipping forgotten deities or practicing outlawed rites. Class Divide: Wealth is concentrated in noble and merchant elites. A rising middle class of traders, scholars, and craftsmen. The lower classes struggle in the industrial districts, many living in squalor and servitude.

Government

Ruled by House Araclay, with Guildmere as their seat of power.   Lord Mortimer Araclay wields ultimate authority, but much of the city's day-to-day governance is handled by the Merchant Lords and Guild Council.   City Council of Guildmere: A body composed of appointed noble representatives, guildmasters, and select clergy. The Merchant Lords hold significant influence, often dictating economic policy. The Lord’s Steward, an appointed official, acts as the executive officer of the city's law, trade, and infrastructure.   Law & Order:   The Magistrates of Guildmere enforce commerce laws, trade disputes, and taxation policies. The Blackcloaks, Guildmere’s city guard, act as enforcers—but corruption runs deep, and bribery is commonplace. The Silent Judges, an unofficial order within the city watch, deal with matters of treason, high crimes, and conspiracy, often bypassing normal legal procedures.

Defences

Guildmere Keep – A fortified stronghold with high walls and ballistae, housing the Prince’s representative in Araclay. City Watch Barracks – Headquarters of the Blackcloaks, responsible for law enforcement. Outer Walls – Thick, well-maintained stone walls protect against raids and sieges. Private Guard Forces – Many merchant lords and noble families keep their own elite mercenaries.

Industry & Trade

Metals & Smithing – High-quality armor, weapons, and tools. Textiles & Dyes – Famed for Guildmere silks and exotic dyes. Alchemy & Pharmaceuticals – Trade in medicinal herbs and experimental concoctions. Banking & Loans – Merchant lords fund expeditions, trade ventures, and wars. Smuggling & Illicit Trade – Underground markets move contraband, narcotics, and forbidden tomes.

Infrastructure

Guildmere is one of the most developed cities in the Principality, boasting an extensive infrastructure: Aqueducts and Reservoirs – Providing fresh water to the noble and merchant districts. Cobblestone Roads and Trade Routes – Major roads connect Guildmere to Chisfield, the capital of Aber, and key towns in Araclay County. Sewage System – Built atop old aqueduct channels from the ruins of the Old Empire. Workshops and Foundries – Industrial areas fueled by coal, imported iron, and labor from the lower districts. River Docks and Warehouses – Serving as the hub for commerce along the Great Aberian Trade Route.

Districts

1. The High Quarter (Noble & Government District) The seat of House Araclay, where Mortimer Araclay resides in Guildmere Keep. Lavish estates of the nobility, each seeking to outshine the other. The Great Cathedral of Orterism, one of the most revered temples in Aber. The Council Hall, where major political decisions are debated. 2. The Merchant’s Rise (Economic & Guilds District) The center of commerce, where guildmasters and merchants conduct business. The Guildhall, a grand building where the Merchant Lords oversee trade policies. Banking houses, moneylenders, and gold vaults lie behind heavily guarded walls. The Ivory Exchange, a renowned auction house dealing in rare and exotic goods. 3. The Ironworks (Industrial & Manufacturing District) Foundries, blacksmiths, and artisan workshops that fuel the city's industry. Smoke-choked streets and rows of warehouses storing goods for trade. The Iron Syndicate, a powerful cartel controlling metalwork and labor forces. 4. The Undermarket (The Hidden District) A secretive network of tunnels and catacombs used for illicit trade. The Black Oath, a hidden order rumored to control smuggling, assassinations, and forbidden knowledge. Arcane relic dealers, banned alchemists, and mercenaries offer their services in the shadows. 5. The Shanties (Lower-Class & Slums District) Overcrowded streets filled with laborers, beggars, and struggling craftsmen. Disease and crime are rampant, with law enforcement barely present. The Lantern Priests, a religious sect, tend to the desperate in secret.

Guilds and Factions

The Merchant Lords – Wealthy and powerful, they control trade and economic policies. The Iron Syndicate – A blacksmithing cartel with significant influence over industry and labor. The Silent Judges – A covert judicial faction enforcing laws outside the official courts. The Black Oath – A shadowy organization, rumored to control the Undermarket and assassinations. The Lantern Priests – A hidden sect, providing aid to the poor and oppressed, possibly connected to Orterist splinter groups.

History

Founded during the early years of the Principality, Guildmere was a small market town before House Araclay expanded its influence. It became the economic heart of Araclay County, amassing wealth through trade and industry. Survived multiple sieges, most notably during the Noble Wars (147-166 AEP). Expanded greatly under Prince Cassian the Golden (276-307 AEP), ushering in a golden age of commerce. Declined in recent decades, with corruption, criminal influence, and political infighting taking root.

Points of interest

Guildmere Keep – The ruling seat of House Araclay. The Great Cathedral of Orterism – A massive temple, home to Orterist clergy and scholars. The Ivory Exchange – The largest auction house in Aber, where fortunes are made and lost. The Undermarket – A hidden bazaar, filled with illegal goods and dark dealings
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