Galim
The Sapphire Thorn: A heroic inn, known for the ghosts which haunt its halls
The Courthouse: An impressive stone-walled building, filled with pompous magistrates and advocates.
Arcanist's ward; clockmakers
Artist's farthing; theatre
Bluethrone ward; The Broken Hammer (fire elemental hearth), bronze shrine of Inuus, Tavern of the Eternal Song (dwarven tavern, magical wall of 99 bottles of beer)
Brightorb ward; The Buzzing Tower, abandoned tower, infested by giant bees, a tall menhir of hewn crystal (magical glow during the solstice)
Charger's ward; Ether's Pewter: A cluttered pewtersmith's workshop, decorated with a collection of curious bronze swords. The Beggar's Ring: A ring of polished stone monoliths stands beside the street, usually attended by beggars and waifs. Anyone who stands within the ring and tosses aside a gold coin can teleport to any street location within town.
Craftsman's Borough; The Temple of Spirits: An ornate stone-walled building, dedicated to a pantheon of gods and goddesses. The Shrine of Fortuna: A stone column engraved with the holy symbol of Fortuna, Goddess of Wealth, said to reveal visions to those who leave an offering.
Ford Borough; An ancient spire of dark stone, said to entomb a relic of Minerva, Lady of Knowledge. The Guildhall: A grand half-timbered building, once an aristocrat's manor. It contains a large meeting hall and several smaller rooms, and is shared amongst several guilds.
Hell-hound's District; wizard study of fiends
Kingscastle District; The Old Jester: A neglected adventurer's inn, entirely managed by air elementals. Ewis' Pottery: A modest potter's workshop, which uses a volcanic fissure as a firing kiln.
Merchant's Village; Byne's Anvil workshop, Hilda's Folly: A tower of hewn stone stands upon a rise in the land. It is named after a local adventurer named Hilda, who entered it many years ago and has not been seen since.
North Mere Ward; The Coliseum: A large circular amphitheatre, known for its sporting competitions. The Pilgrim and Goblet: A neglected dwarven inn, said to be haunted by the ghost of an arch-wizard.
Palace District; The Troll's Bridge: A stone bridge spans a small stream. It seems perfectly normal, but neither goat nor any other animal will willingly cross over it. The Bronze Wand: A modest dwarven inn, said to be built atop an ancient dungeon. Rogue's Village; The Sleeping Burrows: A modest inn, largely built into the side of a small hill and catering exclusively to halflings. It is known for its impossible variety of beers and ales. The Dark Alley: A mysterious alley, which does not appear on any map. It is said that the Threads of Shadow knows the secret of its summoning.
Tome Borough; A broken spire of crystal, said to entomb a relic of Gavriel, Lady of the Woodlands.
Unicorn's Farthing; The ruins of a seven-sided keep, which appears restored upon the night of the new moon. The Bastille: A magical prison of strong stone walls, guarded by arcane golems. It is said that the guards alone decide how long to hold one condemned, and that none have escaped them.
The Courthouse: An impressive stone-walled building, filled with pompous magistrates and advocates.
Arcanist's ward; clockmakers
Artist's farthing; theatre
Bluethrone ward; The Broken Hammer (fire elemental hearth), bronze shrine of Inuus, Tavern of the Eternal Song (dwarven tavern, magical wall of 99 bottles of beer)
Brightorb ward; The Buzzing Tower, abandoned tower, infested by giant bees, a tall menhir of hewn crystal (magical glow during the solstice)
Charger's ward; Ether's Pewter: A cluttered pewtersmith's workshop, decorated with a collection of curious bronze swords. The Beggar's Ring: A ring of polished stone monoliths stands beside the street, usually attended by beggars and waifs. Anyone who stands within the ring and tosses aside a gold coin can teleport to any street location within town.
Craftsman's Borough; The Temple of Spirits: An ornate stone-walled building, dedicated to a pantheon of gods and goddesses. The Shrine of Fortuna: A stone column engraved with the holy symbol of Fortuna, Goddess of Wealth, said to reveal visions to those who leave an offering.
Ford Borough; An ancient spire of dark stone, said to entomb a relic of Minerva, Lady of Knowledge. The Guildhall: A grand half-timbered building, once an aristocrat's manor. It contains a large meeting hall and several smaller rooms, and is shared amongst several guilds.
Hell-hound's District; wizard study of fiends
Kingscastle District; The Old Jester: A neglected adventurer's inn, entirely managed by air elementals. Ewis' Pottery: A modest potter's workshop, which uses a volcanic fissure as a firing kiln.
Merchant's Village; Byne's Anvil workshop, Hilda's Folly: A tower of hewn stone stands upon a rise in the land. It is named after a local adventurer named Hilda, who entered it many years ago and has not been seen since.
North Mere Ward; The Coliseum: A large circular amphitheatre, known for its sporting competitions. The Pilgrim and Goblet: A neglected dwarven inn, said to be haunted by the ghost of an arch-wizard.
Palace District; The Troll's Bridge: A stone bridge spans a small stream. It seems perfectly normal, but neither goat nor any other animal will willingly cross over it. The Bronze Wand: A modest dwarven inn, said to be built atop an ancient dungeon. Rogue's Village; The Sleeping Burrows: A modest inn, largely built into the side of a small hill and catering exclusively to halflings. It is known for its impossible variety of beers and ales. The Dark Alley: A mysterious alley, which does not appear on any map. It is said that the Threads of Shadow knows the secret of its summoning.
Tome Borough; A broken spire of crystal, said to entomb a relic of Gavriel, Lady of the Woodlands.
Unicorn's Farthing; The ruins of a seven-sided keep, which appears restored upon the night of the new moon. The Bastille: A magical prison of strong stone walls, guarded by arcane golems. It is said that the guards alone decide how long to hold one condemned, and that none have escaped them.
Demographics
15,000 humans
5000 mountain dwarfs
10,000 halflings
5000 tieflings
A few rock gnomes.
Stone golems
5000 mountain dwarfs
10,000 halflings
5000 tieflings
A few rock gnomes.
Stone golems
Government
Autocracy, hereditary ruler weields absolute power, supported by dwarven military and human wizards.
Defences
Two tier stone walls. 3000 dwarfs, bronze armour and weapons.
Industry & Trade
Human; nobles
Halfling servants
Dwarf military
Tieflings and gnome merchants
Rat-market in sewers
Halfling servants
Dwarf military
Tieflings and gnome merchants
Rat-market in sewers
Infrastructure
The water from the great aqueduct flows through underground sewers and caverns, emerging by the Wodny burial grounds.
Assets
Sewer pipes to Wodny, road to Podlaska, dwarven tunnels to Pusty mountains and Harmider.
Great libraries
Great libraries
Guilds and Factions
Guild of Athletics
Guild of Poise
Servant Training Guild
Threads of Shadow
Professors of Arcana
The Keepers
Do you know?
Guild of Ancient Herbs
Guild of Theology
Amused Beasts
Arced Mirage
Healer's Alchemy
Tears of the Concealed
Don't Die
Trusted Advisors
Roaring Legion
Improv poem & ;)
Guild of Patience
Guild of Poise
Servant Training Guild
Threads of Shadow
Professors of Arcana
The Keepers
Do you know?
Guild of Ancient Herbs
Guild of Theology
Amused Beasts
Arced Mirage
Healer's Alchemy
Tears of the Concealed
Don't Die
Trusted Advisors
Roaring Legion
Improv poem & ;)
Guild of Patience
History
Previously a small town of rich humans, served by the other races, Galim embraced the discovery of arcane magic. Ancient tomes that were once thought to be useless are now realised to be great spellbooks.
Tourism
Seeking knowledge, visiting retired family
Architecture
Granite and marble, gothic, mostly grey and white, some pink
Copper sewer pipes
Copper sewer pipes
Geography
Built at the foot of Mt Ali, which towers over the North-East of the city.
Natural Resources
Mt Ali; granite, marble, copper, tin
Founding Date
800 BAM
Type
City
Population
35,000
Location under
Included Locations
Owner/Ruler
Ruling/Owning Rank
Owning Organization
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