Hilliard

The town of Hilliard is an independent, some may call lawless, settlement on the southern edge of the Jorgan Badlands. Based primarily around trade and commerce with caravans crossing the badlands to Waycross and other points north. The relatively mild climate of the area has also led to some success in farming of various crops and agriculture, most of which is exported south towards Kiralyno. Despite the trade and farming, however, Hilliard's main reputation has become one of a place for people to hide. Outside the laws of most of the Jakonian Peninsula, Hilliard is a favorite place for criminals and others seeking a refuge away from those who are trying to find them. In Hilliard everyone minds their own business, whatever it may be.

Demographics

The majority of the Hilliardan population are Nasite humans and hill dwarves. The proximity of the peninsula and the neighboring nations have made this a significant destination, particularly for those seeking to avoid Jakonian retribution for rebellious activities. Practicioners of older religions also find this place a haven, as the local governance have come down hard against interference by the Church of Keshush or Church of the One Sun in Hilliard. Despite dwarves and humans being the most prevalent, the reclusive nature of the town have attracted large numbers of other races who have been unable to find sanctuary elsewhere, especially half-orcs and snallygasters.

Government

Those in Hilliard who govern least govern best. There is no official town government, and no laws, making this a rough and tumble frontier town in many ways. Order is kept in the markets by a consortium of caravan guards and hired mercenaries, but those who cause disturbances or steal from others can expect immediate and brutal retaliation. Might makes right among many in the town, and the only real government comes from whichever thug or enterprising caravan owner has managed to muster enough supporters to be in charge. Changing of regime is usually accompanied by an orgy of violence, and blood running in all of the streets except the market, which is kept preserved in its peace through sheer force of arms.

Defences

There is little in the way of any natural defenses or walls in Hilliard, with the exception of the occasional fortified neighborhood, but these were not built to withstand a true siege or assault. Instead, the people of Hilliard have always believed in an aggressive offense, and at any given time at least one dwarven clan regiment has been hired to patrol the surrounding countryside and watch the caravan route for raiders. They are employed to wipe out orc staging posts before they can become a true threat, which for the most part has kept the people of Hilliard safe since the Northern Rebellion. Adventurers are also frequently employed to deal with internal threats, helping to keep the peace for coin. Theoretically, if the town was put under direct threat, a militia could be called up, but no one sure how many of the town's population would actually turn up.

Industry & Trade

The badlands trade is the most important part of the Hilliardan economy. As the Mersan Union lacks shipping ports and has a deep, instinctual distrust and dislike of their neighbors who do have ports, the overland route is the only means of direct trade. Between Hilliard and Waycross, these caravans are constantly moving and trading, offering great wealth and opportunity to those who reside here. Little else of any value, besides some light farming and export of agricultural goods to Kiralyno takes place besides the vital caravan market.

Infrastructure

Hilliard lacks much in the way of any sort of improvements, except along the main road that passes through the town from the south. A wide, paved roadway it eventually opens up into an impressive marketplace. This market would be suited for a city twice Hilliard's size, but has been designed to allow easy stabling of horses and oxen along with the sale of bulk items and merchandise. The accompanying warehouses are often held out for rent, owned by the largest gangs in the town space. Outside of the market and warehouses, the quality of the town's infrastructure differs wildly, as each neighborhood or individual is responsible for their own home and the area surrounding it. Wealthier homes tend to have better streets in front, and sewage disposal, while another home just blocks away may have nothing but latrines and a dirt path.

Districts

Hilliard simply sprawls out from the central marketplace. There are no town walls to distinguish one segment from another, but there are some slightly fortified residential neighborhoods. Each of these are homes to the various gangs and organization that call the town home. The rest of the community tends to simply build where there is space, as property rights and ownership are nebulous at the best of times. Outside of the center of town are equally sprawling farms and homesteads, which span miles towards the east, west, and south. Efforts to settle the north have persistently met with disaster from sandstorms and orc raids.

Points of interest

Old Hilliard is one of the most interesting attractions in the Hilliard area. Situated roughly three miles north along the caravan route, Old Hilliard is the site of the original town, having been destroyed by an orc raid nearly eight hundred years ago. The ruins are remarkably preserved and intact, thanks to the persistently warm climate and sand, and occasionally archaeologists and scholars will make discoveries of interest there. It is believed by the locals that Old Hilliard is haunted by the spirits of those who died at the hands of the orcs, and most caravans avoid the ruins after nightfall.
Founding Date
68 AF (First) 344 AF (Restoration)
Type
Town
Population
3100
Related Ethnicities
Inhabitant Demonym
Hilliardan
Location under
Owner/Ruler

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