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Zarastil

The city of Zarastil is also known as the Town of Tides, because of its close connection to the tides.

Demographics

Like most Borrovyan kingdoms, Aeryon and its cities are mostly populated by humans. However, during the last centuries, the other races of the world have slowly returned to the nautical city. Mostly dwarves who left their mountain hold to the west in order to establish trade routes and sell their masterful smithwork. There has also been an increase in halflings due to their relatively new shire that sprung up north of the city.    During the past millennium, the people of Zarastil have established a blossoming relationship with the magical people of the sea. The merfolk, the occasional undine, but especially the society of gillmen known as Tritons that inhabit the deep coast of the Aquie Patrium. Their come and go is dictated by the tides. This is most noticeable in the deepmarket. A marketplace located by the harbor, which is only accessible every six hours for about four hours at the time. during the low tide.    There is also a small area north of the walls that is populated by orcs, who claim to have abandoned their violent nature and wish to join the kingdom.

Government

Zarastil is the capital of the Aeryonian kingdom and is thus the most central place of power in the entire kingdom. It is the home of the Lunate Council and is thus also the home of all the thirteen great families. From here all the great guilds spread their influence to the rest of the nation. Here the people of the land can turn with any and all matters of judicial concern, mostly when it concerns crimes committed by their feudal lords. The Aeryonian king is known to be a fair and nobleman, who more often than not judges in the favour of people rather than his own vassals, should the evidence prove sufficient.

Infrastructure

Zarastil is characterized by its broad and busy streets and boulevards. Its heavy traffic, a constant during all day and most of the night, is monitored by the traffic wardens of the folk's guard. The streets are kept well maintained and signaled by the Scriveners', Scribes', and Clerks' Guild, who manufactured and installed labels and signs in all intersections.   The city has the largest port on the eastern coast and welcomes all seafaring races. Docking at Zarastil's port incurred a fee of 1 cp per 10 ft of keel length per week.

Assets

The Griffon's Armory: The shop is a three-storey tower of living wood, with a red tile roof and dwarf-wrought iron furnishings. Every piece of metalwork has been brightly polished. The shopkeeper is a short male human named Griffin. He is a skilled haggler and has a pet Griffon named Garwe.   Halfo and Ellen's Armaments: The shop is a two-storey stone-walled building, with dwarf-wrought iron furnishings. A tall adventurer is trying to sell a few items. The shopkeeper is a short male halfling named Halfo Gerop, and his assistant is a female human named Ellen. He also deals in carved wooden figurines.   The Serpent's Oils and Elixirs: The shop is a three-storey tower hewn from an outcrop of rock, with a smooth stone floor. A small Sea Serpents's skull hangs over the entrance. The shopkeeper is a young female Triton named Hera. She also deals in common poisons.   Lodhire's Scriptorium: The shop is a two-storey timber and brick building, with a tiled mosaic floor. It is protected by magical guards and wards. The shopkeeper is a short male elf named Lodhire. He insists on inspecting every coin paid to him.   The Naga's Magical Oddities: The shop is a two-storey tower hewn from an outcrop of rock, with a green tile roof. It is well lit by glowing gemstones set into the ceiling. The shopkeeper is an inquisitive naga named Eliondormarunakkres. She celebrates each sale with a pint of ale.   Trader Joe's Extraordinary Relics and Artifacts: The shop is a two-storey building of polished marble, with several leaded glass windows and dwarf-wrought iron furnishings. A small dragon's skull hangs over the hearth. The shopkeeper is a tall male half-elf named Joethandril, or Trader Joe. He seems to know the name of everyone who enters his shop.   The Red Rat: The shop is a two-storey stone-walled building, with a tiled mosaic floor. A stele engraved with geometric patterns stands beside the building. The shopkeeper is a short female black dragonborn named Litta. She is a retired thief, and keeps a fine steel dagger at her belt.   Inns and Taverns:
  • The Dark Tree: The inn is a simple wooden shack, with a large cellar. It is exceptionally filthy, and poorly lit by the hearth and a few torches. Accommodations consist of a few small rooms with straw mats. The innkeeper is a short female human named Evet Wete. She is suspiciously inquisitive.
  • The Jazzy Stream: The inn is a two-storey timber and brick building, with a small walled yard and garden and a large cellar. Accommodations consist of several large rooms with beds and feather mattresses. An attached three-storey tower suite is reserved for noble patrons. The innkeeper is a slender male triton named Nieles Leynthey. He seems to know something about every ruin within fifty leagues.
  • The Drunken Crystal Pub: The inn is a two-storey timber and brick building, with a green tile roof and a smooth stone floor. Accommodations consist of several large rooms with beds and straw mattresses and a mezzanine with several wooden cots. The innkeeper is a tall male dwarf named Laugri Vesison.
  • The Gentle Serpent: The inn is a two-storey building of half-timbered walls, with a smooth stone floor. Accommodations consist of several small rooms with wooden cots. The innkeeper is a young female merfolk named Cily. She is haunted by the ghost of someone she killed.
  • The Rum-Red Corset: The inn is a grand timber and brick building, with a tiled mosaic floor. Accommodations consist of several small rooms with beds, woollen mattresses and beautiful women. The innkeeper is a willowy female human named Soma.
  • The Sour Barracuda: The inn is a single storey half-timbered building, with dwarf-wrought iron tables and chairs. Accommodations consist of several large rooms with beds and straw mattresses. The innkeeper is a thrifty male elf named Argor. He was once an adventurer but retired to marry and raise a family.

History

Zarastil was the home and capital during the ancient god-kings reign and was then carried on to be the capital of the new Aeryonian kingdom.

Architecture

The Zarastilian architecture is mostly typical of the region, with a few notable differences, especially down by the docks. The port itself is magically disconnected from the rest of the city so that it lowers and rises with the tides. The Deepmarket is an entire area of the city that is located lower than the rest and thus disappears underwater every six hours. This area is almost entirely populated by the Triton, as well as some Undine and merfolk. The architecture has been shaped thereafter, with algae and seaweed littering the old and stonewalls. Coral has sprung up in places and sea stars and crustaceans crawl about freely among the wet roads. The smell of salt and fish hang heavy in the entire eastern part of the city.    The low walls that surround the city might first seem almost useless, but this is actually a magical wall that, when activated, will create a massive and neigh impentrable wall of rushing sea water.

Maps

  • Zarastil

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