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Darkweld

This ever dark shanty town reeks of criminal activity. Legal criminal activity that is, for Darkweld has no governing body and can be looked upon as a rather successful anarcho-capitalist state. Darkweld has become O'l Andems open underbelly and thrives of its all or nothing attitude. Merchants are governed only by their reputation and are quickly eliminated by the competition if they wrong their customers. As long as you pay your tithe to those with more power than you, Darkweld can be a place for anyone to make their fortune. It is not a place for those faint of heart or easily pushed over, for to survive within Darkweld one must be able to look evil square in the eye.

Demographics

Due to Darkwelds cutthroat lawless nature, it has become a haven for criminals, exiles, and monstrous inhabitants. No race is particularly prominent, though it has a larger Dragonborn population than most non-Dragonborn cities.

Government

There are no forms of recognized government in Darkweld though it is well known that the person with the biggest and hardiest crew rules. It is an anarcho-capitalist state with all the corruption and backstabbing that follows such a ridiculous idea.

Industry & Trade

Darkweld functions as an open black market. Due to the ease of selling and buying illegal substances, ritualistic ingredients, and creatures it is both cheaper and easier to travel to Darkweld to find what you need than to visit your local illegal underbelly or black market. It has become a place of pure dark trade that holds itself together on the idea of reputation and mutual respect. A trader needs to retain a good reputation to get customers, so it is in the best interest of said trader to be both respectful and upfront. A good reputation in Darkweld means money, and if you reside in Darkweld, you like money.

Assets

The Unveiled Baths: One of Darkwelds most popular attractions for travelers, tourists, merchants, and like is the bathhouses where one can get a nice toasted bath, some good food, and some long-overdue company. Due to the long and tedious nature of the popular travel paths along the eastern coast of O'l Andem, those who arrive at Darkweld are often dirty, filthy and reek of mold and sweat. Therefore one of the most important and lucrative businesses is the bathhouses. The Unveiled Baths are owned by a family of Capitalist Gnomes aptly named The Spotless. There are rumors that The Spotless sell and distribute slaves through their business, but no one truly knows for sure.   The Monochrome Minaret: The headquarter where all the organizational activity takes place. Its main halls harbor the casinos and booking agents. Its cellars harbor a network of tunnels, halls, and vaults relating to the thieves guild.   Ghaltanis: Is a section of Darkweld built upon a hill that overlooks the rest of the city. Due to its view, the centrality of its location and the quality of the homes Ghaltanis has become a place for the richer families and guilds to settle. Built by venture capitalist settlers from Black Steel Hills this property haven has become a lucrative business for the Chattelbeard clan of dwarves.   Balthazar Colosseum: Is a large multisectioned arena ground made for jousting, gladiators, and all-around battles between friends and foes. It was started by a faction of Tabaxi named Clutch and is monetized through attendance cost and betting, though the betting side of the business has been slowly taking over by The Bones Marrow. The Arena has become more popular with the rise of a new type of magic called Tethergy which focuses on the practice of relations between the different elements.   The Alcaster Market: Is a large market square run and watched over by The Drowned. It spans a large part of the north-eastern part of Darkweld and is preferred by merchants and traders coming from outside because of its protection and safe practices.   The Drowned Fort: Is the main headquarters of Merinda Ironwill, The Drowned and The Drowned. They are a faction that focuses on trade routes, mercenary work, protection services, and owning land. They are the largest faction in Darkweld and has become an unofficial body of government due to their military power and massive ownership of land.   The Starlight Docks: Is one of three main docks and the only docks that link to the top half of Darkweld. The name arrives from its use in the early days of Darkweld where gem and rare metal merchants would bring their goods through the docks, many of those merchants settled in close to the docks and the district became a jewelers district by proxy.   The Forlorn: Is a large single Isle that connects the two main parts of Darkweld and is used by The Drowned as a toll post where they collect money from people that are attempting to pass over. It has become a place of living for the uber-rich elite in Darkweld. It is well protected and separated from the ruffle of low born Darkweld.   The Pair: Is a pair of two islands owned by The Drowned which is well protected, separated from the local ruffle, and is home to the high born populous.   Murksted District: Is a large district of poor lowborn that surround the Ghaltanis district. It has become more of a slum in recent years as an influx of settlers looking for riches has become more prominent in recent years. It is a place where independent parties arise and because of the lack of large party involvement, murder, thievery, and sabotage are more common than elsewhere.   The Eastward Docks: Are the personal docks of the drowned where a lot of the merchants and traders choose to use due to its safe and protected nature. There are tithes connected to using the docks, but in return, you are totally safe from lowborn ruffle and the hardship of the other docks.   The Mezzo-zen Docks: Are the main docks used when bringing goods to the lower half of Darkweld. It is an open dock with no tithe and can be used by all parties.   The Twilight Monolith: Is a large glossy black tower that overlooks Darkweld. It is almost 40 meters high and 20 meters wide. It is the home of the Drowned Court where Merinda judges and executes those who wrong her.

Guilds and Factions

The bones Marrow   The largest thief guild in Aridell with over 5000 active members or associates in and around the Darkweld Area. Theirs headquarter is a large monochrome tower in the middle of Darkweld. It houses both legitimate businesses and illegal misconduct. They are currently in a two-front war against The Coalition to the north and The Golds Gallow to the south as both the other organizations are expanding rapidly. The Bones Marrows placement in Darkweld, where the law is naught have opportunities that the others don't. They are not openly a criminal underbelly but the obviousness of their true intent has become a large part of their success.

History

Darkweld started as a trading port for merchants that traveled between Reun and Loudwater. After significant growth in permanent settlers and a lacking government body, Darkwled became a place of illegal business between merchants, pirates, and traders that preferred their activities not interrupted by the state. It rather quickly gained a reputation amongst freighters, traders, and merchants around the world for its individual liberties, bringing in more permanent inhabitants in the form of criminals, thieves, and murdered that needed to escape.

Architecture

the whole town was has a shanty feeling to it. Buildings and houses were mostly made by people with little to no skill within the masonry or carpentry fields, so the houses are crooked and ramshackle. This along with the almost never-ending dark sky, from which the town got its name gives the whole of Darkweld an ominous feeling.

Maps

  • Darkweld
    Map of the mercantile shanty town Darkweld

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