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Amersmere

Demographics

Dwarves: 305
Gnomes: 284
Half races: 250
Halflings: 568
Humans: 1,514
Other (aasimar, high elves, wood elves): 94

Government

The ruling duties of Amersmere falls to House Nightham, the largest and oldest noble family that dwells in the town. The title of Lord passes from generation to generation, often father to son, and with it comes not just the nobility and wealth of the house but the responsibility of running Amersmere as well. Though being in possession of such power it has not allowed House Nightham to rule itself fully as a monarchy might; attempts to do so in the past was always met with heavy resistance from the townsfolk. To keep peace and in spirit of tradition, to this day House Nightham maintains a small advisory council comprised of five seats. Two seats go to fellow nobles, two go to representatives of the lower classes voted on by the people, and the fifth seat goes to a high ranking member of the town guard.

Industry & Trade

The town enjoys a fair amount of trade primarily via the northern road that leads straight to the Port. The months between the end of winter and the end of autumn see many trade caravans and travelers going in and out of the town. Some folk have enjoyed making extra coin renting a spare room to temporary travelers as it is not uncommon for the taverns to be full during the busier times of the year. Amersmere is capable of making many of its own material goods, however it depends solely on trade to bring in the raw materials. A significant farming community exists and this provides the townsfolk with much of their produce.

Infrastructure

Amersmere sits on a small hill, the incline visually difficult to notice with the build-up of the town. The Greatspire, home to the Loremaster, sits at the top of this hill and is as the name suggests a very tall spire of a tower made of earthstone and a particular craftmanship that is not seen elsewhere. The Greatspire also boasts green lawns and sprawling gardens though none of the townsfolk have ever professed to have seen a person actually care for them. The town has no defined districts as a city might, although clusters of particular housing or business have cropped up all throughout. Shops are often repurposed homes, wealthy estates are bordered by shrubbery or fencing and three areas of the town boast an outdoor marketplace. The military barracks sits on the east side of the town. Here the town guard lives and trains, as does the city's Captain of the Guard.

Guilds and Factions

Much to the chagrin of House Nightham, the Nightcrown operates somewhere in the city. Multiple attempts have been made to route the thieves' guild out, seldom have they been successful except for catching & imprisoning low ranking members. Often they get the blame when troubles hit the town, seldom has it ever been proven and many of the everyday folk actually have sympathy towards the guild - easily done when it has only ever been the nobility who have been the targets of the guild. Representatives of the Merchant's Guild also exist within the town, mainly to help relations between the port and Amersmere.

History

Amersmere, much like the settlements of the Homesteads, had been created by settlers. As it grew, the Nightham family saw opportunity and soon established themselves as a guiding body that over time and generations elevated their house to the ruling status it enjoys today. Such a path was a rough one in its early days, as keeping such a foothold was not quite so easy as beginning it. Family history records two incidents in which the House nearly lost its ruling grip on the town and was only saved by an heir or other family member's actions. Over the last three generations House Nightham has managed to maintain a relatively fair ruling system that satisfies most in the town.
Type
Large town
Population
3,015
Location under

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