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City of the Guilds, Guldenburg

"The walls of the city rose a hundred meters into the sky. Hewn from Dwarven magics as a mighty shield for the free peoples of the land to flock behind. It was here that the three God-Spoke turned back the night-hordes and forged for themselves a mighty army of free peoples." - The Arch-mage of the Northern Tower
  Guldenburg is a city of merchants. It also a city of adventurers and problem solvers, for who better to lighten the purses of merchants.   Forged by the God-Spoke in the year 1016 Imperial, the Guild City was originally a derelict inhabited by a small band of Nomads led by a Orc-Chief named Gulden. When he was struck down in defense of the God-Spoke the people of the village cried out in anguish and the God-Spoke responded with a mighty wall of stone and a keep of Bronze.   Thus this small village on a cliff overlooking one of the southern seas rose to power, the nomadic tribes and wild-ling villages flocked to the safety of the walls and the promises of equality spread by the God-Spoke. Thus a Council where every tribal leader had one vote per hundred heads. The first City lead by the people.   The God-Spoke of the Sea did thus teach her people the ways of sailing and trading. Once they had mastered these trades she sent them out into the world to barter and trade with the free cities of the world. Trading the secrets of Sailing the folk of Guldenburg returned after five long years with an immeasurable amount of riches. The God-Spoke then taught them the secrets of Governance and taught them the secrets of forging an Eternal land, free of strife and inequality.   A grand Cleric was appointed whom could determine the work that a man would excel at and find a life of satisfaction in. Thus the Guilds were forged. All men and woman on their twentieth year of birth would go before the grand Cleric and sign the contract that would then assign them to the Guild they would spend the rest of their life working for.

Demographics

The city is a haven for all who wander, there is a diverse population derived of all races and professions. Most of the population is of the same wealth, there are but a select few, (retired adventurers, the merchant queen, the four wizards) that have greater wealth within these walls.

Government

The city is governed by a Merchant Queen and her three council system of appointed officials. The first council is of elected members of the community chosen from the four tower districts. The second council is the Captains council, every Captain of a ship is given a seat on this council as long as they are a registered citizen of the city and are up to date on their taxes. The third council is chosen from the Warriors and Adventurers who call the city their home.

Defences

Hundred meter tall stone walls a hundred meters thick raised with Dwarven Magics. Four mighty Arch-Mages within their towers. The Citadel and Keep made of solid bronze.

Industry & Trade

Grain, livestock, fish, and fine quarried stone. A mine rich in iron fuels the city's mighty economy.

Infrastructure

Fire departments, police force, wind mills, sewers, forge district, quarry, docks district, Citadel with keep, four Arch-Mage Towers, massive wall.

Assets

Warehouses filled to the brim with emergency supplies and long lasting rations of food and water. Iron ore storehouses.

Guilds and Factions

The Fisher's Guild, The Farmer's Guild, The Stone Mason's Guild, The Shipwright's Guild, The Sailor's Guild, The Warrior's Guild, The Seeker's Guild, The Hunter's Guild, The Scholar's Guild, The Holy Guild, The People's Guild, The Smiths Guild

History

Was the ruins of an Ancient Fortress being used as a winter haven by a Nomadic tribe. Discovered by the God-Spoke and rebuilt into a grand city.

Architecture

Smooth stone buildings. Lacking in decorations the buildings of this city are utilitarian in shape. The folk of the city make up for this by painting their citys vibrant colors with surreal patterns and designs upon their homes.

Geography

A Peninsula. It's coast comprised of hundred meter white rock cliffs. A natural shield against the see. The land connecting, fields of wheat and grain as far as the eye can see. Past that the untamed forests and wilderness. Naught but the Guild folk and their livestock live in these lands. The natural plants and animals long since driven out by dark beasts only recently slain.

Natural Resources

Iron, a stone Quarry, Grain, Goats, Fish
Alternative Name(s)
The City of the Goat, The Guild City, Guldenburg
Type
Capital
Population
600,000
Inhabitant Demonym
Burgers

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