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Grimveil

Situated on the isolated Islands far of the Litore shore, Grimveil is primarily a fishing town that acts a stop off point for traders as the Isles act as the only landmark in this area for several trade routes. The islands difficult terrain, natural reefs and plateaus of rock just below the waters surface make it a treacherous place for ships, yet the locals navigate these hazards with apparent ease. Yet there is a thriving ship repair industry on the islands for the many traders that come a foul of the reefs.   The houses of Grimveil have stone bases up to a foot which leads into wood for the rest of the buildings, this is primarily to stop flooding but has become an cultural matter. The buildings are dotted around the many natural bays of the isles, but consider themselves one geographic entity. Typically a single family group will populate an area by a bay, having seperate houses for the different generations and building a new home for new couples.

Demographics

Singularly goblinoid, although shorter than their mainland cousins, with barrel bodies and large staring eyes. The populace are of one of two social classes, villager or priest, the villagers are fisherman and ship builders / repairmen, while the priest give blessings to new ships, deliver sermon

Government

To put a label on it 'Anarchic Theocracy' however they act with such consistence as if governed by a King that one is surprised to find they do not swear fealty to anyone. The priesthood seem to give the people direction, but the do not make policies, collect taxes or maintain the peace.

Defences

It's isolated nature and lack of natural resources have been the island best defences. A occupying force would be reliant on constant resupply from the mainland it would cost more than it's worth to hold this drizzly Isles.

Industry & Trade

Fishing and Ship building

Infrastructure

Each bay has a small church, ship builders warehouse, docks and caves that have been modified to act as cold storage for fresh fish. The larger bays have a full temple, shops and warehouses for traders goods.

Assets

Approximately 'far too much' fish and not much else beyond nets, barrels and the other aspects needed to run a fishing ship or repair a trades bought; so simple iron tools, planks and nails.

History

Due to the treacherous seas around the Isles, ages ago a lighthouse was built to guide ships from the rocks. As more ships began to use the route a small town set up around the base of the lighthouse and many natural bays of the Isles. Initial populations were largely sailors too sick to continue a voyage, or who had become disillusioned with their crews, alongside some settlers forcibly relocated from coastal villages by the builders of the lighthouse to provide food for it.

Architecture

Stone base up to nee height with soil packed around it to keep the sea, then wooden structures above, usually tarred to keep out the rain. A slate roof, sourced locally finishes off the building.

Geography

A set of isolated Isles, windswept and drizzly.

Natural Resources

There are few trees on the Isles, none of any useable thickness. Searches for Ore have come up fruitless. The only resource of any worth is fish and slate, but no slate mining operations exist.
Alternative Name(s)
That dump
Population
2,000
Inhabitant Demonym
Grimmians

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