An Pointe Thoir

This city is known for its educational structure and its skilled labor force. As both a major port city and rail line depot, along with being the place steam power originated, it is a place filled with all manner of skilled worker. It is the city with perhaps the highest quality of life on average for its inhabitants in all of Suranth, surpassing even Geata-Iarainn in that standard. This is to say that they have perhaps the lowest proportional population of homeless and beggars, simply due to labor needs for the factories and workshops in the city.

An Pointe Thoir is a busy hub of all manner of business, manufacturing and mercantile dealings. The city of advancement, of invention, the birthplace of locomotion, An Pointe Thoir is a true urbanized beginning, many scholars and minds in the relevant fields of study projecting within the next century, if An Pointe Thoir wishes, it will surpass even Geata-Iarainn in population and potentially economic and social influence.

Demographics

An Pointe Thoir is home to 18497 inhabitants whom count towards the census, at last count three years ago. This census accounts for only employed and tax paying citizens, the nobility, and all their families. Children of non-nobles are acknowledged to exist on the census, but not counted until they are of age beside being acknowledged that they exist. That age varies based on race however a good rule of thumb is for humans this age is 14. Beggars and other such individuals are not counted, a simple non-factor on the math. The rough demographics are noted below *Tieflings are counted here for GM purposes as most of them would hide what they were, claim to be human. They are noted here incase you wish to use these numbers for a campaign for random race generation if all the player characters are born in and from the city.*;

Race % of Population Number
Dwarf 27% 4994
Elf 9% 1665
Halfling 12% 2220
Human 24% 4439
Gnome 12% 2220
Vrock 14% 2590
Tiefling 2% 369

Government

4: Port Authority Buildings: These here are the offices for the docks and rail-yard, along with the office and administration hub and arms of the local coast guard units and rail warden units. The offices here are not in direct command, they are more like the communication center for the various operations on the docks and railyards. Also of course, as one might expect, these buildings do house the offices for customs inspection.

5: An Pointe Thoir Police Department (ATPD) Precincts: The local city police precincts also house, in the appropriate locations, offices and barracks for rail wardens and the local coast guard, but for the most part are just home to the local police and all their operations, along with jails in the basements of course.

11: Customs/Diplomatic Offices: These buildings house the bureaucratic folk, the clerks, recorders, inspectors, and minor diplomatic officials, along with any other necessary personal for handling such affairs as arriving dignitaries, keeping track of the great maze of record-keeping and paperwork for people coming into the city, goods and cargo coming in. Busy places, yet places of fine language, decorum and general behavior.

21: Vithang Estate: This massive structure houses the Vithang clans interests, including the provincial and estate governmental meetings, and the offices of all those varied officials, as well as the staff housing besides. Of course this also includes an actual mansion for the Lord Protectorate's direct family and himself. It is the true center of An Pointe Thoir, and this is true of governmental policy as well, for though Lord Protectorate Vithang has not the time to manage the city day to day, and instead has his trusted Warden in that role, only his official seal and signature can actually enshrine any policy into full enforceable law. It is said about Lord Vithang takes a day in the middle and at the end of each month to go through any such matters in full to decide what to sign.

Defences

7: Coastline Defense Stations: These fortified locations are mostly meant for two purposes. Earlier warning, and allowing connective land for a naval blockade if needed, allowing fewer ships to be necessary, so if they must fall back from trying to blockade the whole city due to losses, they could fall back and try and reestablish a smaller (therefore needing less ships) blockade behind the two islands to protect the main city proper. They are also the localized naval docks, and often where the coast guard will keep their vessels.

23: Vithang Keep: This fortified castle is the fallback, the keep, the last resort if you will, for Lord Protectorate Vithang. Proper walls, thick, stone, and large. It is a simple, but imposing structure, with every defensive feature a dwarven mind can think of, which one should be assured, is quite an uncomfortably large amount.

Industry & Trade

2: Docks: These are the busy regions of factories and shipping. Here and the railyards employ a large percentage of An Pointe Thoir's populace, between the needs for hard labor on the docks themselves, and the need for skilled labor in the factories and workshops laid out across them all. It would take far too long to list the different things produced here, but needless to say most mundane things you may think of, there is a workshop or factory within An Pointe Thoir whom makes it or something quite comparable.

13 and 17: Railer's Market Square: This market is a busy and bustling place with perhaps the largest cross section of selection within the city. It is frequented by working class and business owner, and even on occasion, the poor and the nobility. It is a place where one can find the widest variety and selection of goods. The main reason for this, of course, is for its placement. Nestled against the railyard and docks, it makes complete sense for it to have such a wide variety. It is here you will find the Guild Halls and Offices as well.

14 and 16: The Salter Markets: These market places are lower end, busy, but with lower end and lower value goods, a general lower quality and quantity, though some interesting things can be found here, as one might expect of portside markets. These markets should also be noted for their.....more...interesting folk whom may ply craft or trade here. *GM NOTE: Smuggling, Thieves Guild and any other illegal operation contact points you wish to place here make sense*

18: High Pointe Markets: These markets within the small walled off district are more like the private craftsmen, shopkeepers and auction-houses of the elite and wealthy few whom hold estates within this small bailey area, though goods are moved in from outside of course. But only the finest selection of them.

25: The Railyards: These areas are housing the railyards, including all the platforms, rails, warehouses and offices and work areas/workshops for maintenance and repair. A proper busy place, always bustling, hissing and with quite heavy foot traffic, cart traffic and worker traffic.

Infrastructure

1: Worker's Neighborhoods: These lower class, simple homes, apartments and small townhouses dominant the residential landscape within An Pointe Thoir, and are the sorts of places most of the city's inhabitants live. They come in a spectrum of course and some are quite comfortable in all honesty, but you also naturally have those far less comfortable or properly spaced for living, depending on income. These neighborhoods are where most in any labor profession, artisanal or otherwise, find their homes, whether renting a single room in an overcrowded building, or a comfortable townhouse in a decent neighborhood.

6: Guilder's Row: This neighborhood houses the many office buildings, meeting halls, and trade schools for the various trades and guilds that operate chapters out of An Pointe Thoir, of which there are a fairly impressive amount. You will also find the local university, renowned for its engineering and science programs, along with a smaller magister's collegiate campus, offering either Uisce (Water) or Domhan (Earth).

19: Crafters Town: This region is named for its primary inhabitants, all the skilled tradesmen and women whom own businesses, hold high positions in their respective guild, or are highly skilled or in high demand. The 'upper middle class' regions if you wish.

20: The Noble Homesteads: These manors and staff houses are the homes  and property of the various minor nobles and exceedingly wealthy business owners that are true Townsmen, that is, sitting on the City Council directly with the Lord Protectorate (or more often, his Warden, as the Lord Protectorate is oft busy handling matters at a provincial or an estate level, having to pass down management of the city itself to a trusted second).

Guilds and Factions

3: Temples of the Ascended: As one might expect these churches are Sir Kartheart centric, however they do all have a second prayer hall, smaller, but larger than the tucked away shrines for the other gods, and these are for that god of innovation, technology, and invention, Cormaq Thunderhand.

22: Fúsdomia ol Lliibitor at Shuiptar Translates as 'Technical Instiution of Engineering and Mechanics': This large facility is a massive and famous university. Famous for its engineering and machinist programs, it is one of the most prestigious universities in all of Suranth.

Tourism

8: Liquid Inspiration House: This inn and tavern plays up its history in its name, as according to the dwarf himself, Duncan Corvimac Gotlbrand, the brilliant mind whom invented the steam engine and the locomotive, it was in this very ale house, with notebooks in evidence, and near nigh continual pitchers of ale for hours on end, with the local innkeeper acting as a soundboard, simply providing a set of ears, that Duncan cracked through the issue that was holding him back all these years, figuring out how to capture the energy of the steam whilst addressing the pressurization issue that had plagued every scale test he'd attempted for years. How true this story is, no one can be sure, but many dwarves would claim to be, enjoying the idea of perhaps having shared space with the brilliant inventor on the fateful moment of true genius. It is a wonderful story regardless, and a great marketing tale for the local universities and apprentices nearby receiving their education. As such it is the favorite tavern of those young and brilliant minds.

9: The Tipsy Anchor: This tavern and inn is the favorite amongst sailors and dockworkers alike, and a great place to meet and interact with folks not from the city, and the sort of folks whom can tell you much of the world from their travels. It is a place of gossip, tale telling, news and whispered truths.

10: The Anchor: This inn and tavern is well known for being a rough and tumble place, and a place where one can engage in all manner of gambling, drinking, and even contests of martial prowess. How legal some of these activities are well...it is right beside a police precinct, so one would assume that things are on the up and up. In truth, if you ask the right people, most can inform you that the police are just corrupt, and take quite....large bribes, to ignore a great deal of the various 'activities' within the Anchor.

12: Steamer Coliseum: This coliseum can seat around six thousand, and is used for a great many events, shows, and grand performances. Two or Three smaller theatres are located nearby, of course, but this is the grand venue, the largest place in the city. It is also, and in primary, a Caid Pitch, the home field of An Pointe Thoir Engineers, the city's team for the national league, the SCL.

15: The Diceman: An inn and tavern well known for its many and varied options for gambling.

24: The Bell and Whistle: This inn and tavern are well known as a place where musicians, tale-spinners and performers of all kinds come through from the streets, buskers and entertainers aplenty. It is said one can go everyday for a year and never see the same performance twice, in large part because anyone traveling the rails legally or illegally (especially illegally) is likely to come through to busk/perform for a meal, bed and a bit of coin, be they jugglers, musicians, story-weavers, tricksters or otherwise. Never a dull night, to be sure.

Architecture

An Pointe Thoir is a production hub, and it is said that the sweet music of hammers on metal, stone grinding all manner of plant, furnaces crackling and moaning, and steam boilers hissing can be heard as a whispering serenade at all hours, and many people here whom are well traveled find they struggle to rest or sleep comfortably in other places with less evening noise, even in other cities. It is one of the most industrialized and modernized cities in Suranth, all in spite of the constant back and forth power struggle such as it is, between those of the ruling class with more traditionalist values, and those more modern and forward thinking of the ruling class.

Geography

The Port City of An Pointe Thoir, the principal city of the Durin Province, is well positioned along the northern banks of Durin's Run, right where the fast moving river meets the ocean on Suranth's eastern coast. Built on a pennisula and a pair of islands right off the coastline, the city has carved up the pennisula, allowing busy roads and basically sloping what was a cliff, and using the stone blasted loose to build up the beach head to create a smoother, but steep slope down to the ocean coast and the docks. The region around the city is stony, snowy ground, very little can grow, very little actually does.

Natural Resources

Though their are a few things to be harvested nearby, stone, fish, and other aquatic resources, that is not what has brought An Pointe Thoir to prominence. It is a city of makers, of manufacturing. Raw material comes from all over the NPA region to here and Geata-Iarainn, and these two cities produce a large percentage of the goods that end up shipping all over Suranth with these raw materials.

Maps

  • An Pointe Thoir
    This is the Map of An Pointe Thoir, the Principal City of the Durin Province, nestled against the coast of the Nor'westor Sea, on the north side of Durin's Run where the Run empties into the ocean.
Type
Large city
Population
18497
Ruling/Owning Rank
Owning Organization

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