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Vulcrom

The Free City, now and forever.

https://www.artstation.com/artwork/d6nbJ
"There are only a handful of things that I want, and that's drink and a ship. So I can get that and leave my old life behind, this is where I was meant to be."
Rosalie Weaver
 
Dear reader,
I hope this book finds you well. I'm sure that you have come to seek this book like many others as a form of guide to all the truths that Vulcrom and its inhabitants have. This book is no such thing. You will find that there are other texts that claim to have a full recollection of the events that have transpired in this city from its inception, that all of the mysteries and secrets of the city at the edge of the world will be discovered. You may also find that those very same authors are vulcromites involved with one of the guilds or inadvertently make claims about their lineage and coincidental involvement with the many events that have shaped the recent history of the Isles. This text will hold no such claims.
Instead what you will find here are a conglomeration of experts that have involved themselves with their unique areas of expertise and have been asked to refrain from commentary on anything other than that. To guarantee the experts I have gathered share similar goals and have done their most fastidious efforts to present a truthful telling of the history and people of Vulcrom. They have all been compiled from a vast array of backgrounds and ancestries that will hopefully remove any centralized bias from this work. Despite of this noble goal we are only mortal.
One cannot remove biases completely and there may be things that through arduous revision may have gone past to our final print. There is information that may have been outdated as the years of redacting and editing and updating have rendered some of this information obsolete. There are an infinitesimal amount of things that are still to this day being investigated and the progress is spontaneous and unpredictable. Due to the reality of this and the ultimate goal of our mission we recommend that you simply observe this document as a retelling of information that is accurate to the time they've been written and that you seek out other texts and stories to draw your own conclusions to the subject matter. Without further delay I present our humble text.
--Limil Belvus, April 1336

Demographics

70% human, 10% dwarf, 7% elf, 4% goblin, 2% half-elf, 2% half-orc, 2% kobold, 1% aarakocra, 1% tiefling, 1% other
  Vulcrom's entire history has been established through it's foundation of having people from all over. Although some might claim that this diversity is not truthful due to most of the population being humans, most scholars tend to dismiss these claims as the humans that come here are from most parts of the known world and each of these cultures and peoples are just as diverse and sometimes even homogeneous with the non-human ones. Yet there is some commonalities with the people and where they come from that has shown patterns throughout the history of Vulcrom, these are the ones that we seek to explain and may allow future readers to best understand the city's origins.   The largest group of individuals that inhabit Vulcrom originate from the Isles themselves. These people, although commonly referred to as [ETHNIC GROUP NAME HERE] are not a single cohesive group but instead many smaller groups of tribes that have existed in however long in the islands. It is unknown if for how long these people have existed, yet they do seem to hold deities that are quite similar in portfolio and power to the newer religions of the region so it is believed that at the very least these people have been within these lands since The Undoing. Originally when discovered some of the explorers came and tried to drive them out by force. Quickly those discovered that the [ETHNIC GROUP NAME HERE] were far more attuned to the magics of the area, incorporating it into their fights, engaging in strategies involving magic and martial combat that only recently have been properly studied and implemented by the rest of the world.  
Chancellor Leguizamo,   I'm certain that you are wondering how I was able to obtain these numbers after our council rejected the motion for a census where the contestants had to mark their race and ethnicity, it has been with a mixture of the information already known. Since mid 1237 after the assassination of their chancellor the Mast Weavers have required its memberships to track each of it's mariners age, race, ethnicity, place of origin, residence and distinguishing features. Despite this being an attempt to curve any more doppelgangers infiltrating them it proves us useful, as they being one of the main employers provide us with a sizable amount to account for. Far more stationary I contacted the guard and tried to find their paperwork for complaints, warrants and arrests filed and processed by them. The guards tend to write very detailed reports with sections dedicated on the race and ethnicity of each of the individuals involved in the cases. I additionally acquired most of the account name and details of the New Popular Bank of Vulcrom's registry on its clients. I made copies of all of these documents and studied them to come up with the above estimate.   If you would like to have any of these copies please contact me and I will be able to find a way to give them to you.  
--Anonymous, December 1246

    Recovered from a letter meant to Chancellor Leguizamo that sparked the Bank Crysis of 1250.

Government

Directorial Plutocracy   The New Trade City of Vulcrom is run by a council comprised of the richest guilds of the city. Their main concern is to create laws and projects that support the movement of goods and services. They don't tend to do much, as currently there are an even number of representatives on both sides and convincing each representative grows hard because they're only interested in their guilds interests. Because of this there is little to no intervention in terms of what the council does, the only actions that are ever taken are those that threaten the city and in turn the businesses.   To be able to join the council you must have a vast amount of wealth and become a major power of the region. Once these things are obtained guild and earn a lot of money and stuff... I really don't know this government stuff has me on some serious writer's block. The first draft I made of this sucks and is pointless but maybe this one is better I dunno. Peace out bro. 1224    
I really fucking hate what you've done with this piece of shit city. It's an absolute scumbag cesspit of degeneracy and it's your fucking fault for all of that happening. All you do is coast on your literal ivory tower while you let the city gouge itself raw with its problems. Ever since the "council" of this city was established it's just been us ordering this fucking place around. I don't know if you've seen what's around you but we aren't the only ones in the city. I know ever since we started we were just some really poor settlement with everything happening around us to such a fucking terrible degree that we had to become strong, and the stronger we got the more things we had to deal with and the more riches we found. Yet in our infinite wisdom we decided that this was a good factor for determining who's good at leading the people in this damned city. Me, Lozrachi me? I've used that mountain of wealth to drink myself to death and my ability to attempt that is what made me a member of the council?   And another thing, each member of this council needing to have a million gold pieces as a base to be able to even apply for a seat is absolutely insane. You know all the things we could do with that? I could fund my crusade into the underdark and kill every blasted drow with a sizable guerrilla force. They'd all be dead by the end of the year with that but instead you insist we fucking put it as a medal to show what we can do. You're a member of the circle of druids that protects this place and this city has changed you for the worse, valuing money over the forest itself. Like a limp dick bitch ass mother fucker. You're weak, a coward, and a piece of shit and I hope the nine hells welcomes you like the fucking half-devil you are you piece of shit fiend spawn. I'm leaving and you can keep this wasteland and what remains of it once it burns down.   If you want to find me you can go fuck yourself!  
--Gautier Farsalor, August 1267

    Last known words of Gautier Farsalor in a confrontation with Lozrachi Crystalrage.

Guilds and Factions

the Catamarqueñismos Counting (Banking), the Mast Weavers (Ship Making and Oversea Trade), the Moonmason's Shovel (Mining), the Unified Schools of Theory (Magic), the Aegis of the Kurtlemath (Mercenary Security), the Inheritors of Companionship (Adventurers)

Geography

Vulcrom is built upon a tropical coastal mountain that has been cut through to create a canal that connects The Demer Sea with The South Aldis Ocean. The city is separated from direct contact with the sea by a bluff that is around 1,500 feet (460 meters) above sea level. Yet both gulfs that neighbor it have fine sand beaches that generally extend 250 feet (75 meters), although due to the changing tides around winter most of the shore is engulfed in the water.   The city itself rests on a mountain named Prosperity which is about 3,460 feet (1,055 meters) above sea level at its peak. The mountain has been split in half through the East to West creating a massive canal that goes through the city and much further eventually connecting Kurtlemath's Gulf and the Gulf of Vulcrom. Both North and South sides of the mountain have noticeable inclines that get steeper as you reach the peaks. Within the mountains themselves lies the undercity, and the sewers, where the original Moonstone mines were. The labyrinthine passageways from hollowed out sources of minerals, metals and precious gemstones. Despite the original hazard they posed to the growing city above, these tunnels are well maintained by engineers and the magic-users of the city.   The North of Vulcrom sharp jagged mountains are home to the Moonstone mines that is verdant with hills that are mostly covered in farmland and cattle. Small communities dot the landscape  
Things of Note:
  • The water in the canal is always kept calm by a permanent control water spell that is active throughout its length.
Alternative Name(s)
The Free Trade City of Vulcrom
Type
Metropolis
Population
28,566
Inhabitant Demonym
Vulcromite
Location under
Included Locations
Characters in Location
Related Reports (Primary)

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