The Holy City of Refuge

Current Month: Julwar 2nd: 209, The Fifth Age
For more than 200 years, Refuge has been the City at the Center of the World, a metropolis-sized showcase of the greatest treasures and wonders in all Azure.  


History

 
 
The importance and influence of Refuge can not be overstated. The City of Mists not only holds a key strategic position for both commercial and military endeavors in the region, but encompasses the site of the ascension of most of the modern deities and claims to have been founded by none other than Masentolem, the first Twin-Souled. It is not without reason that the passage of time throughout most of the world is counted in Mandatian Cycles.   Refuge was the last city of the old world, and the first city of the new. Being the location of the final battle of the The Second Fall, most peoples on Tremalking and Midway of the modern era originate from this city, the survivors of the old world having fled to Refuge when the sky rained black from the Sunderedtide.   in the Post Second Fall era, the New gods reside on the mountain summit of refuge, divine mist radiating from the first temple, cascading down along the slopes of the city into the surrounding Plain of Fear, casting the city in eternal temperance, despite being located on what is now the equator.  


Economy

Refuge's great wealth is driven by trade, so the city's Twin Souled rulers strive to craft policies favorable to commerce, but otherwise take a relatively laissez-faire approach to regulation.   Taxes in the city are very light, there are no property taxes, although the city charges for access to roads, sanitation, and other public infrastructure. Modest taxes on foreign merchants, fees for pilots through the Airship Dockyards, and docking fees, are generally sufficient to supply the city's needs.   Refuge's economy can be divided into three basic parts: craftsmen, who manufacture goods; traders, who buy and sell physical goods; and laborers, who provide services. While craftsmen and laborers are organized into guilds that provide legal and illegal products and services, traders are prohibited from organizing to prevent collusion and price-fixing. The city's laws require that goods to be sold must be owned by a single merchant, who may operate a single commercial outlet for them.    The city is a major hub for commerce worldwide. However, Refuge has varying relations with and regulations concerning trade: for example, Burundy views Refuge's airships as unwelcome bullies, while Avonic traders from Lords are celebrated, and airships from Serkland must prove they carry only glassware and silverware or face a 100% tariff. Other airships come from all over the world, as far away as Alantris. Refuge acts as a hub for these countries and disseminates these goods to airships on their way to other ports across the world.   Due to Refuge's size and scale, beasts of burden are important elements of the city's commerce and transport. Regular bench-wagons allow commoners to ride around town for a copper, and halfling porters with dog travois can be hired for a similar price. there are also Skywagons for the cities wealthy to rent for daily use.   Even though goods from across the world are traded in Refuge, it also has several important exports that originate in and around the Plain of Fear. The area around and in Refuge itself borders on the Outer Planes, and thus magical crafting is easier to practice. This allows Refuge to have a strong magic item trade. Refuge also has a strong transportation trade, having in their possession a large fleet of airships and skywagons.  


Currency

Refuge's currency consists of copper coins called Parts, silver coins called Shards, and gold coins called Mists. Like many societies, they use old Tremalker electrum and platinum pieces, though they are one of the few nations to mint their own platinum, called Divines.  


Government

Refuge is ruled by the Grand Council of Refuge which is chaired by the Oracle, a position currently held by the oracle Anette of Old Agaden.   The Council is composed of all the surviving Mandate Twin-Souled, though many do not attend, preferring to pursue their own crafts and activities than be burdened with the pressures of rule. Most of the city's administrative positions are filled by members of the Council.   The position of Oracle has only been held by its original occupant, though there are two Oracles in Refuge. Much of the day-to-day administration are handled by the district councils of Refuge. The district councils are headed by a chairman, who is appointed by the Council with the approval of the Oracle.  


Military & Law Enforcement

Refuge is protected by a large military formed from four branches; The Legion of the Dragon, The Legion of the Wall, The Eldritch Guard, and the Airship Corps.


Legion of the Dragon

The Legion of the Dragon acts as the police force for Refuge, though they can also substitute for a military force when required. They are usually armed with axe bladed pistols and shortswords, and wear long blue coats.


Legion of the Wall

The Primary footsoldiers for Refuge. They Wear heavy Green armor and wield long Halberds and Shortswords. They are taught a specialized magic by the Vanir, allowing them to grow in size for a short time.


Eldritch Guard

The cities primary defense against magic, composed of Eldritch Knights wielding black armor and protective shields and spears.


Airship Corps

Refuge's primary airforce, both acts as the cities sky navy and transport for their armies.

Divinity and prosperity everlasting

Type
Geopolitical, Free City
Currency
  • Parts (copper)
  • Shards (silver)
  • Mists (gold)
  • Divines (platinum)
Controlled Territories
Neighboring Nations
Notable Members

Articles under The Holy City of Refuge


Comments

Please Login in order to comment!