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Sarraqa

A respite from the surrounding dunes of the desert, Sarraqa is a vibrant paradise boosting 5 different sectors connected via bridges over the water canals, which support the beauty and life of Sarraqa. The splitting of Sarraqa into the 5 sectors provide increase function, peace, stability, and organization for the city, along with providing the city with beauty and water.

Demographics

Elves, human, gnomes, kobolds, Lizardfolk, Dragonborn, and a smattering of other races. A good distribution of wealthy citizens (mainly merchants) to poorer folks. Merchants, scholars, trades, religious positions etc.

Government

The government is run by the council of 5 who are the heads of each sector. Seeing as there are 5 there will always a majority decision. Although the major laws are held throughout the entire city, each sector has leeway and specialized rules to deal with the content of the sector, such as the scholar section not allowing a lit fire so as to minimize the threat of libraries being set on fire. The head of the sectors can rule out their own judgment upon crimes in their own sector unless it has to do with death, or major punishment. i.e minor complaints that deal with something such as fights between neighbours will be settled by the head of the sector.

Taxes are dealt with by the merchants sector with input from each sectors head. Those who are wealthy will be taxed more than the poor. Typically the merchant sector pairs up with the military sector to collect taxes.

Defences

The canals work as defences seeing as the bridges can be destroyed to isolate a sector if needed. The military sector is also well trained soldiers who provide protection. If needed the airships can provide air support for attacks and extraction of people for safety.

If knowledgeable of an imminent attack the city mages can produce a mirage barrier to hide the town away in the landscape of the desert.

For a quick tactical take down a specialized task force has been trained to ride giant scorpions. Unlike the giant lizard riders who are used for fast traveled force alongside the foot soldiers, the Scorpions are used for higher classed threats or secret maneuvers.

Industry & Trade

The main trade spot for the desert region, it deals greatly in trade and is a major producer of the food for the region. It also supplies many other surrounding cities with much needed water. It also is a major place for religious pilgrimages and a center for innovation and scholarly work.

Infrastructure

Sarraqa is one of the most technically advanced cities, sporting large bath houses that are kept warm through the means of solar energy and magically imbued items to continually produce heating or cooling temperatures. Along with well developed housing, it also has extensive temples, and expansive libraries that continue well beneath the surface. These libraries have specially equipped sections that protect the ancient books and scrolls. The canals that surround the city and each section, and the bridges that go over them. It also is fully set up to support airship landings and departures.

Assets

The merchants sector has many common trade stores, along with equipment, and specialized stores such as magical items, apothecary, etc. The most valuable things would be the old books and scrolls within the libraries. The best scholars live here and that is the city's greatest asset besides the growing sector which supplies much food and the fresh water.

Guilds and Factions

The main faction that moves the town forward is the Library of Deneir which focuses on collecting knowledge and creating knowledge. Many scholars journey to Sarraqa just for the libraries and help create new innovations that help the world progress.

The second important faction is a tie between the druid farmers which supply all the food and water tied with the Merchants Guild which deals with all the trading within the city and its trade partners. These two combined supplement the wealth for the city.

History

Sarraqa started as a small spring in the desert of Kura'an. Because of its central location it became a prime spot to settle for trade routes.

Soon a group of merchants decided to build a permanent home at the spring of Sarraqa as it provided much needed water and a structured trading post/schedule.

When more merchants decided to settle down in SArraqa the issue of food arose since there was none to be found at the spring and the desert provided no good ground for permanent agriculture. Trading for food constantly was not profitable and these people were a group of merchants who were all about profit. Through discussion the merchants decided on hiring some druids who could change the ground and sustain the merchants in exchange the merchants would give them a home, protection, 10% of the money made, along with first pick on rare items. Seeing as it was a prime location for the merchants this was the best deal they could've made in order to obtain a permanent sustainable residence.

Eventually Sarraqa became the great location within the desert with traders coming from all over to do their business. The druids also realized the good they could do by supplying the desert citizens with a reliable source of food through the trade system that the merchants had set up. People say that the druids stayed in SArraqa to protect the natural spring that was originally there, others say that the Goddess Chauntea came to them and asked them to set up a temple and to nourish Kura'an.

As the populace grew 2 other sectors had to be made. The religious sector of Sarraqa was created from the belief in Chauntea, and Waukeen but the people also needed temples to worship and eventually built a crypt for the dead which ran under the ground of the city. The worshipers of Kelemvor took guard of it seeing to proper burials to respect the dead. When the military section was created it brought 2 more gods that needed temples. Bahamut and The Red Knight were worshiped by those who took up arms to protect the trades, people and town. The guards of the city were set up as another faction of the city and depending on what a person's job was typically dictated what sector of Sarraqa they lived in.

Finally after Sarraqa became a paradise of Kura'an the scholars started coming from all over the world. Perhaps they went because the high temperature offered better conditions for the books and scrolls. It was also a prime location for trade not only in material which helped the scholars gain knowledge. One of the ages most brilliant innovators decided to take up residence in what had come to be the final section of Sarraqa, the knowledge sector. This inventor was the mind behind the underground architecture, the magical bathhouses, the defense systems, and the protection system placed within the library to keep the knowledge safe.

With the 5 sectors of Sarraqa being complete (Military, druidic, Religion, Knowledge, and Merchant) the town started to prosper and became the capital of Kura'an. Each sector elected a head to settle discussions with the other and Sarraqa became the prime location for innovation, and knowledge.

Architecture

Bauhaus architecture. Primarily in sand colours to blend with the desert. The main architecture with all the colours are actually underground. While most buildings are 2-3 stories tall above ground the true feats of architecture is the underground buildings. The main buildings that go at least 5 stories underground are the libraries of Deneir, the cemetery for Kelemvor, the storage facilities, and the guard training facility.

Geography

Desert.

Natural Resources

Sand for glass. Everything else must be magically grown.
Alternative Name(s)
Celestial Rise, The Mirage
Type
Capital
Population
130,000
Inhabitant Demonym
Sarraqution
Location under

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