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Hearth Home

The capital of the little kingdom, center of trade in the Great Planescape Basin, and the oldest human settlement in the world, Hearth Home is a large city full of a wide variety of people and idea's. It is the seat of power in the Little Kingdom, and it is where the King resides and the Embershade council meets. Hearth Home is a the largest city in the Kingdom, and is a place where both good and bad thrive. Church's dedicated to the twin gods compete with cults of the chained god, knights of noble orders and great houses strive to root out evil, and there are many places to hide in Hearth Home, making it a good seat of operation for thieves guilds and other black market businesses.

Demographics

70% Human (50% Heartlanders, 35% Desdarian, 15% Sylic), 5% Elves, 15% Dwarves, 10% other races.

Government

Hearth Home is ruled ultimately by the King, who rules all of the Little Kingdom, but also is specifically in charge of running the business of the Heartlands. As the King is often busy, a counsel of elected officials and guild masters know as the rulers counsel runs the day today business of the Heartlands and Hearth Home specifically. This counsel is overseen by the Embershade Counsel. Powerful guilds and various sections of the city each get a representative on the counsel, and they bring their concerns and requests to the King and his counselors, who finalize them.

Defences

The city surrounded by a large, thick wall of enchanted stone that stands 200 feet. The city is split into various sections as well, each surrounded by a smaller wall of their own, so that in the event that a section of the city is taken, there are more fallback points. The docks and waterfront district have no walls around them, but keep a constant guard and a decent sized navy stationed there. The city is built so that the castle is on a hill surrounded by a wall. The castle district is where many of the wealthy and powerful residents live, and is very well protected. Hearth Home boasts a formidable garrison of soldiers, as well as two orders of Knights, the Knights of the Hearth and the Knights of the Twin gods. These two orders are highly trained and ready when called upon to defend the realm. The city has multiple layers of defense, and Towers and strongholds throughout the city. Many of these things are use primarily for social functions and the general beautification of the city, as it has been many years since Hearth Home itself has been threatened.

Industry & Trade

Hearth Home is the center of trade in the Little Kingdom, and imports much of its food from the surrounding area. It imports raw materials and luxury goods as well. Its major exports are fish, pearls, crafted goods, and common magical items.

Infrastructure

Hearth Home is a city of incredible architecture and city planning. It has a very advanced sewage system, keeping the streets clean and well kept. Gnomish engineers use ever-burning candles to light the streets at night, and water is pumped throughout the city using a system of aqueducts and underground pipes. Feats of engineering and architecture are a common sight in Hearth Home, from the souring towers and buttresses of its churches and castles to its grand plaza and walls. Things in Hearth Home are made for both utility and Beauty, and anything that can be carved, painted, or otherwise made to look better, is. The exception to this rule is the slums near the docks, where criminals and delinquents constantly deface and steal anything of beauty or worth.

Assets

Hearth Home is the center of trade in the Little Kingdom. As such, its citizens have access to any goods that are produced within its boarders. Their soldiers and knights have the finest dwarven weapons and armor, and their nobles enjoy the finest foods and drink in the country. It is the seat of power for the king and the Embershade counsel, and many of their assets are kept within the city. The shipyards here produce the best vessels in the kingdom, and their sailors are unmatched.

Guilds and Factions

Guilds have been a major part of the politics of Hearth Home for a long time. There are many competing merchant guilds within the city, as well as a fishing guild, a smithing guild, a craftsman's guild, a mages guild, a warriors guild, and even a thieves guild, though they have no claim to official political power and prefer to live in secret.

History

20: Hearth Home is founded by a group of human nomads. They live in small huts and tents, and hunt and fish for their food.

29: Hearth Home is discovered by the dwarves of Mythrandos, and the Embershade Pact is created.

121: Hearth Home has grown into a large city with many people in it, and starts to send out groups to settle new areas.

160: The Knights of the Twin gods are organized by the church to combat the crowing cult of the chained god.

230: Hearth Home is attacked by an orc hoard from the south. The siege lasts for months before being lifted by the combined might of the Embershade Pact. Heath Homes great walls are built soon after.

390: Hearth Home is attacked by shark headed invaders that traveled up the sapphire river from the black coast. They succeed in breaching the city, and caused much damage before being routed and destroyed.

423: A plague sweeps through the Heartlands, killing tens of thousands and nearly decimating Hearth Home. It will be decades before they fully recover.

447: Multiple merchants guilds rise up in Hearth Home, and with them, a powerful crime empire known as the Syndicate.

502: Hearth Home's leadership is secretly overthrown by the Syndicate. This is discovered by Kadolan of house Ildsted, and the Embershade Alliance declares war.

505: Hearth Home is placed under Siege by the alliance.

507: Hearth Home is breached by the Alliance, and the Syndicate has no choice but to surrender. The Little Kingdom is created, and Hearth Home is made its capital.

616: A fire burns down much of old Hearth Home, resulting in much death and destruction. Kadolan II decrees that any structures built within the walls of the city must be largely of stone, and must be of the highest quality and beatuy.

743: An attempt to overthrow the kingdom by the cult of the Chained god fails due to the vigilance of the knights of the Twin gods.

839: King Rygal creates the Knights of the Hearth in order to combat threats to the Kingdom.

900: A second plague sweeps through the Kingdom, killing half the population of the Little Kingdom.

921: Current day

Architecture

Architecture in the Silver Citadel is purposefully beautified, and made in the highest quality. Its buildings are sturdy and more often than not made of quality stone and marble. They are adorned with beautiful carvings and gardens, and many are feats of incredible engineering. wood pannling and bright paint is often used to show brighter flavors, and used to match and magnify beautiful gardens.

Geography

Hearth Home is built atop a large hill overlooking both the Embershade Sea and the fertile Hearth plains. It sits on the banks of the sapphire River, and runs right up to the shores of the Embershade.

Natural Resources

The Heartlands are incredibly fertile, and Hearth Home enjoys the fruits of this fact. Crops and livestock are plenty in the area. Fish are also a staple within Hearth Home
Alternative Name(s)
The Silver Citadel
Type
Capital
Population
15,000
Inhabitant Demonym
Heartlanders
Location under
Owner/Ruler
Owning Organization

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