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Scardona

   

Demographics

A majority of the Scardona population is human, with 80% of the population being comprised of humans. Amongst those humans there are three primary nationalities. With the cut being 90% Empire, 7% Natives, and 2% Missellus Refugees. The remaining 1% comprises of other smaller groups and travelers from other worlds.
The remaining population is comprised mostly of dwarves, who make up 15% of the remaining population. Of those a majority of them are Traditionalist dwarves, while a smaller population are Duergar who decided to stay in the city following the invasion.
The last 5% of the population is comprised of all the other species, most notably elves, orcs, and halflings.
The vast majority of people in Scardona work craft jobs, with construction workers and smiths being the most popular jobs in the colony.

Government

Scardona is governed primarily by an elected mayor, who makes most of the big decisions and runs the town. However, during a crisis Scardona has a city council that gather to vote on the best course of action. This council is made up of 5 members, each meant to represent a different part of Scardona's population. However the membership is fluid, as the mayor decides who will attend based on what the issue at hand is. Questions of the legitimacy of having the council be decided by one man have been raised, however council meetings about said issue have voted against revising the law.
The latest council meeting has the following members in it. The meeting was to vote on whether or not to dissolve HARE and exile all adventurers from the city.
  • Mayor Shem Kersk
  • Trent Steelforge of the Worker's Guild
  • The High Inquisitor
  • Lady Cosima (not present)
  • Alistair Brown of the Merchant's Guild (standing in for Lady Cosima)
  • Archmage Maeve 

Infrastructure

The city has all the typical infrastructure of a city, including surrounding farmlands, a defensive wall, bridges across its river, and paved roads. The most notable piece of infrastructure in Scardona is its sewers. They're extensive, efficiently and quickly disposing of all the city's waste. The Cleaner's Guild is the organization dedicated to keeping the sewers flowing clean. Despite the city's best efforts however, dark things still hide in the depths of the sewers. Monstrous rats, vile gangs, and even infernal creatures lurk deep within the tunnels.

Districts

  1. Ballard’s Farm
    Cletus Ballard, the Master of the Farmers’ Collective, built this farm outside the gates of Scardona both to remind residents of the importance of agriculture and to allow him to be closer to the seat of power.
  2. Hillsgate
    This fortified gate controls traffic coming from the northwest highlands. It also serves to house The Primal Blades, Fiorensian soldiers, who defend this gate.
  3. Northgate
    The veterans of The Fiorensian Old Guard defend their gatehouse barracks. The gate once saw a steady stream of Dwarven commerce but traffic has dropped off to only those traveling to visit Maeve’s Tower.
  4. Rivergate
    The strong, iron gates of this citadel control river traffic entering and exiting Scardona. The Black Watch, recruited from the local population, keep vigil over this vital trade route from within their strong fortress.
  5. Southgate
    The busiest of the gates, traffic heading south to the fishing villages or east to Agria, Orbelus and beyond use this egress. The Amazonians, a unit of cavalry led by Chani Targhun, defend this position, and send patrols along the roads. These women warriors come from the Horse Clans, nomadic tribes from the Steppes to the northeast.
  6. Fort Kord
    The guns of Leonardo’s Longshots guard the seaward approach to Scardona. Captain Leonardo, a university educated engineer, designed the artillery, and continues to experiment with ordnance trying to improve accuracy, effect, and range.
  7. The Port of Scardona
    The docks, shipyards and warehouses of the port keep the vital lifeline of trade open to Scardona. Giamo Hoffmann runs the Longshoremen’s Benevolent Union, and no cargo gets loaded, unloaded of warehoused without the proper payments.
  8. Fort Donnerblitz
    Traditionalist Dwarves under Commander Brigitta Ironchukker, crew the battery defending Easthaven Bay and the southern approaches to Scardona. The dwarven gunners left their ancestral homes due to persecution from the Duergar and dream of one day returning to their ancestral homes.
  9. The Westend Market
    The shops, stalls, and carts of this marketplace sell a wide range of goods. During business hours the lanes teem with shoppers looking for bargains and the din of boisterous haggling.
  10. The Highstreet
    This marketplace deals in high end goods and services patronized by Scardona’s wealthy families. The area maintains its own police force to keep riffraff off the streets.
  11. The Grand Councilor’s Estate
    The leader of the Guild Council, Carlo Lupino lives on this urban estate. High walls enclose the fine manor and the beautiful grounds. Lupino does not own the property, it is his by virtue of his position on the Council.
  12. The Factorem
    This neighborhood houses the factories and workshops of Scardona’s burgeoning manufacturing sector. Pleasance Goodwin, Guild Mistress of the Weavers has organized most of the of the manufacturers into a coalition, but their middle-class origins keep them from controlling the Guild Council.
  13. The Pantheon
    This grand neighborhood houses Scardona’s churches. The architecture and artwork created by the up-and-coming arts community rivals that of the Old World. The area also has schools and libraries.
  14. The Tax House
    Taxes levied on imports and exports are collected in this government building. Hassor, a red dragonborn, serves as tax collector and is intolerant of tax cheats, smugglers or others who do not render proper payment. He maintains a network of agents who search out tax evaders. 
  15. The Merchants’ Guild
    Guild Master Johann Villanueva oversees the flow of trade good in and out of Scardona by land and by sea. His allied trade houses constantly seek to expand their trade routes and partners. The Guild also maintains the monetary system in Scardona through counting houses and banks.
  16. The HARE Guild House
    Founded by Sir Reginald the Brave, Scardona’s newest Guild represents adventurers. HARE provides living and working spaces for its members and assists with finding jobs. The adventurers’ guild has grown powerful quickly earning the watchful eye of the civic authorities. HARE bought and refurbished an abandoned manor to create its headquarters.
Founding Date
Sixteen Years ago
Population
~7000
Inhabitant Demonym
Scardonan

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