BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Arindor (Air-ih-dohn-nyuh)

This port city is the capital city of Aridonia, the dominant human state located in Western Eldoria. It thrives on trade between Dwarves, Elves, and Orcs. The Iron Forge Dwarves seperate them from their enemies of Drakonia. The Alliance with the Iron Forge Dwarves has provided them not only with goods that they can sell to the east, but imbueing these magical items allows them to profit greatly from their joint alliance with the Elves of the South-West. While the Orcs don't offer much as far as trade, a peaceful alliance teaters back and forth with them in the north. While South Aridonia faces constant invasions from both Orcs and Goblins, usually together with the Orcs sensing droves of Goblins at nearby cities to "Soften them up" before finishing the rest off themselves. The instability in the South as well as the lack of desirable goods that the Orcs in the north fail to provide is the primary reason that the Humans Occasionally rescind their alliance. Harsh Winters and poor crop yields make it necessary at time to re-invade the northern Orc tribes in order to conquer suitable food stores to ensure that their cities make it through the winter, and this continued mistreatment has caused the orcs to grow resentful currently aligning and allowing annexation to the Drakonian State.

Demographics

Humans: 60% Dwarves: 25% Elves: 13% Orcs: 2%

Government

City Tax: 15% Sales tax on all goods sold within the City Limit. 0.5% Funds City Repairs. 1.5% Funds City improvements. 2.5% Funds the city guard. 5% Funds the merchant union. 10% Funds the Monarchy. (This includes food stores for The Mistwood) Stored in gain silos behind the walled keep to prevent theft.

Defences

The City is built onna hill, with the river to the west acting as a natural barrier, and the sloped city, and raised guard towers along the southern wall, provider good line of sight to the Eastern gate in the lower part of town, with only 2 towers being completly blocked by the keep and its grain silos.

Industry & Trade

a mix of Dwarven goods and Elven magic...

Infrastructure

The roads are made of simple cobblestone, well paved along the main streets, lack of City funding of Repairs has caused some chips and occasional holes on side streets, and paths that break off to individual houses in middle-class houses are at this point dirt paths. The downtrodden areas outside the walls have dirt streets, muddied and dried in cyclic fashion to reveal hard compacted earth with a lot of erosion that has made it difficult for the elderly to traverse in the lower-class areas. The farmlands outside of the city are well kept and patrolled, with some of the patrols going so far as to carry crossbows to deter local wildlife from attempting to steal the crops. Waterwheels turn from the raised city riverbed, that allows water out of the city walls and over the wheels, where buildings have been built to house low-quality forges that don't require man power for their bellows, being instead turned by the mechanical energy of the waterwheel. The city sewage within the walls is well kept, dumped to the wetlands to the West. A central Square is well kept Allowing the four major districts to intersect. A bridge leads over the western side of town across the river where ships dock, and a drawbridge restricts access at times to the West gate forcing people to enter through the lower part of town, wrapping through the slums and entering in on the East gate, a single dirt path connect the two gates as it wraps around the city wall with arrow slits and guard towers, ascending above the path.

Districts

South Eastern Government District, to meet up with the Northwestern Trades District, the South West is used for shops to make intermediate product to trade amongst each other before turning out a final product, which either gets sold to the trades District for a small profit at lower transport fees, or for a larger profit, with longer wait times between shipments.

Guilds and Factions

add some

History

add some

Points of interest

add some

Tourism

add some

Architecture

add some

Geography

write about it

Climate

write about it

Natural Resources

write about them
Founding Date
270 ED
Founders
Type
Capital
Population
26,358
Location under
Characters in Location

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!