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Abysri

During the Cataclysm, a volcano erupted multiple times in the Sharook Sea before going completely dormant. Since then, the caldera has filled with seawater, dotted with various rocky islands. When the Tritons were created, they found their home city on the island, which was four hundred and ninety leagues from Mt. Sera. Due to their aquatic nature, the Tritons were successful in building the city inside the Caldera, with ports and shipyards for ships, and access through the caldera controlled by waterfalls. Since its founding, Abysri has formed the capital for the Eastern Merchant Republic and the center for commerce throughout the Sharook Sea.

Demographics

70% Triton 10% Human 7% Merfolk 5% Elf (Sea Elf) 3% Water Genasi 3% Elf 2% Other Races

Government

The city itself is run by the Ruling Counsel of the Eastern Merchant Republic, with members elected by Tritons in each of the six cities under the banner of the Republic. Although individual boroughs of the city may have locally elected officials, they all must report to the Ruling Counsel for decisions of budgets, security, and infrastructure.

Defences

The caldera of the island volcano provides most of the defenses for the city. Watchtowers along the parapet of the caldera watch the skies, and a skilled naval force prevents external threats from entering the island.

Industry & Trade

Abysri is maintained by the commerce, shipyard, and financial guilds. Most residents work in one of those three industries.

Infrastructure

Hydraulic powerhouses supply most of the power to this city defined by its closeness to the water. It also boasts one of the most advanced sewer systems and shipyards in the Twin Continents.

Guilds and Factions

The top guild is the Banking Guild, which exercises considerable influence over the other industries. Every large financial decision, every loan, every mercantilistic activity has to have the approval of the Banking Guild first. Some say that the Banking Guild even influences the member of the Eastern Merchant Republic.   Next to the Banking Guild, the Merchant Guild is the next largest guild, as they control the imports and exports of Abysri and most of the Eastern Merchant Republic. Very little commercial traffic happens in the city without their approval, and even less without their knowledge.   The third largest guild is the Shipwright guild, in charge of maintenance for all vessels used by the Tritons, merchant, military, and civilian. The guild has recently been branching out into the maintenance of airships as well.

Geography

  The mountain and the caldera itself are both craggy landscapes, difficult to traverse with a steady foot. Around the island, the landscape is rough hills dotted with trees and large boulders. Along the north side of the island, the landscape evens out enough for some farmland, supporting a few local fishing villages.

Natural Resources

With its rocky landscapes and not much arable farmland, the island itself is not suitable for much more than goat and sheep herding. However, the shorelines and coral reefs around the island are rich with fish, which the Tritons are most skilled at raising and catching.
Type
Capital
Population
1,067,000
Related Ethnicities
Inhabitant Demonym
Abysrians
Location under
Owner/Ruler
Owning Organization

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