Zartic
Zartican is a Kingdom of Crafts, and is also led by the Spirit God of Innovation and Wisdom, Toth.
Being the Kingdom of Crafts, its strategic location allows it to trade between all Kingdoms. It is considered to be neutral with all Kingdoms.
Interesting techniques as well as tools and equipment can be found in Zartican, though the people here are less adept at combat in comparison to the Primordians who make a living off of hunting the beasts as well as the Seandicians who brave the constant Winter.
In exchange, Zarticans are well known for their advancements in a field called 'Technology', the act of using Divine Power through a catalyst other then Spirit Gods. Though traditionalists despise this, one cannot argue with results.
Zartican used to be a simple coastal village a really long time ago. It only really grew into the superpower it is when a particular youth from that village managed to make a deal with the Seandicians.
The treaty is renewed every decade.
Zartic is a merchant city, with bazars as far as the eye can see. Each district has the rings of labor, from the clanging of steel to the sound of pots. Zartic is the city that never sleeps, the city that keeps on going. It is a machine of some sorts, a clock that keeps ticking. To what it counts down, no one knows.
Zartic has many guilds and organizations within, looking to further their crafts.
Sectors of the City
1st Sect - Tourist Sect
This sect of the city is maintained as the Tourist Trap of Zartic. All the wealth, opportunities and where all the tourists go are situated here. Taverns, services a-plenty exist here. Those looking to make coin would come here by the Docks to sell their wares to passer-bys.
The people here as generally friendly, and are looking for opportunities to make dough.
2nd Sect - Work Sect
The second sect of Zartic consists of Guilds. Artisans, crafts and workmanship is available in this area, from guilds such as Cobblers to Blacksmiths. The workers come here to work, and they typically come from the...
3rd Sect - Guild Sect
This is where the Guild Halls are situated. Guild halls are situated here. Depending on how large each guild is, they will typically have a larger space to place their guild. To apply for a Guild, one needs to request access from the Main Guild Hall, which is attended by those the Crafter has appointed.
4th Sect - Gallyways
The Unamed Sect. This is where all the black market deals go on. The sect is considered to not exist to the innocents and to most people, but this is where shady business is conducted. Those in the Gallyways think the Crafter blind to their machinations, but nowhere in this city is blind from the Crafter. The Crafter knows this sect exists, but lets it exist for the good of the city.
5th Sect - The Maintainers
This area surrounds the Crafter's tower, and are dedicated to those the Crafter have nominated to help Zartic. The Crafter nominates/elects people from Zartic to aid him (with incentive of money or other promises). Those who enter this contract are usually 100% faithful to the Crafter.
6th Sect - The Crafter's tower
The 5th Sect of Zartic is unknown to the people of Zartic. The 5th Sect features the true heart of Zartic, the place where the Crafter stays. Zarticans say that inside this tower, lays the Crafter who works to improve and further Zartic.
Type
Geopolitical, Kingdom
Neutral. Trade Partners
The Gallicans are much less devoted to the Spirit Gods like Primordians, as Pan himself is much more chill about all of this.
Peace Treaty, Trade Partners
The Zarticans somehow seem to have a functional relationship with the Seandicians somehow.
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