Torshavn: Settlement in The Run | World Anvil
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Torshavn:

A comparatively small but busy port town in Aska Lands, the town of Torshvan is never the less a busy hub of trade

Demographics

While most of the permanent residents of Torshavn are definitely Aska in origin, Aska not being the most welcoming kingdom to outside races, however willing it is to partake in their goods, it is also home to people who have decended from crossing Aska with other races and visiting ships. A handful of other peoples populate the area, but even in a town as mixed and colorful as Torshavn, they may struggle to fit in.

Defences

Towers and hills: Aside from two lighthouses to help keep sailors from running aground (never mind rumors that these may abruptly go out if there is a chance of quietly making a particularly rich shipment 'vanish'. ) Torshavn is surprisingly easy to defend, with high inland sweeps of cliff that allow a comparatively small number of defenders to rain catapult fire down on any invading ships. There's a great deal of local stone, and the port is deep. No one is particularly worried that chucking a few boulders into it will distrupt sailing any time soon.

Industry & Trade

Fishing is a standard industry, and the port inhabitants of Torshavn are known for their remarkable skill in even small boats, most able to navigate all but the worst storms to help keep the port fed. Additionally, it's sheltered port is large, deep and welcoming to foreign traders, while also quite defensible against attackers. Many trade goods and even luxury items enter the kingdom from Torshavn, even if much of the community who are not part of the Merchant class never do more than glance at them longingly. Still there's plenty of work for strong backs and patient craftsmen. Sailors always need fed and entertained, and certain ship goods and supplies make sure that the majority of the town enjoys a stable, if not luxurious existence.

Guilds and Factions

Kingdom Guard - Town Guard faction (Subgroups of the larger Kingdom Guard)-   Underbelly: Smugglers, murderers, expatriots etc.

Architecture

Even among the Merchant class, those who come closest to being town nobility, the houses and buildings tend to be low and swooping, and those who can afford them have high walls to help act as wind breaks. The port itself and the houses owned by common folk in particular are surprisingly old, and remarkably sturdy, few have required much repair to their outer walls, though roofing is much sighed over and repaired with the tendency toward wind, even when its not a stormy season. Color is much loved, particularly toward the far spit closest to the sea where many plants can become quickly salt poisoned, and even the poorest shack seems to sport bright painted plaster walls and furniture inside, with colorful murals of fantastic creatures and places, some of which seem likely to only exist in the mind of the original painter. Outer walls and walks are not exempt either, and while paint on exerior walls tends to be blasted away by salt and sand if you do not have the funds for an maintained high wall, this is made up for by the original builders creative use of multicolored stones, creating permanent patterns in gentle swirls and waves everywhere from the buildings to the permanent, now well worn walks and roads. Even the local merchants embrace this fashion when building their own homes more inland from the port proper, trying their best (and usually falling slightly short) of recreating that strange and patient grace exhibited by builders of a bygone time.

Geography

An unusual little town built all the way to the tip of an crooked spit of land that curves around and makes an somewhat sheltered port from the nearby Ocean. The terrain tends to be craggy and only salt resistant plants really thrive except toward the more inland outskirts of the town, so for many trade is the best option for some resources.

Natural Resources

Ocean Port, Fish, Trade
Type
Town

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