Thordal (Th-or-daal)
General Crime:
Frequent. The streets are unsafe, and a purse in plain sight is almost sure to be stolen. Vandalism and muggings are fairly regular. It’s dangerous to travel alone.Organized Crime:
Talk. Enough incidents have occurred that most folk don’t have trouble believing there is an organized criminal element in the city. They operate quietly but ambitiously, carrying out frequent high-profile jobs. They could also have ties to government officials, or may even attempt to control elements of the city itself.Government
Leadership:
Anarcho-Syndicalist Commune. The members of the city take turns as a sort of executive officer for the week.NOTEWORTHY OFFICIALS:
High Priest/Druid.
- The primary representative of the faithful to the city leadership.
- Competency: Incompetent. Doesn’t truly understand how to execute the position.
Defences
Lightly Fortified.
The city has bare-bones fortifications which are a minimal obstacle for enemy forces, but are adequate to deter wild animals. A simple gate, which can be barred in the evenings, sits astride the main road.Law Enforcement:
Robust City Watch. Run by a captain and two sergeants, the watch are able to place extra support at key points, as well as establish three or four patrols a day.FORTRESS
- At the far edge of the settlement.
Industry & Trade
Priority:
Production. This settlement was built around producing a particular good or resource. This could be raw materials, like crops or mining ore, but could also be the manufacture of a certain product or products.Market Square:
Spacious. Room for lots of vendor stalls.Vendor Stall Acquisition:
First Come, First Served - Fee. Merchants line up prior to market day. Those at the front of the line are given first pick of the available stall spaces, provided they can pay the fee for the day.Merchant Overflow:
Monitored. Excess vendors are allowed to set up stalls, and the city watch patrols through regularly, but the areas themselves are less-maintained and traffic is lighter.Infrastructure
Size:
Medium. Structures in the city are able to support around 24,000 people.Underground Passage:
Sewers. A network of drains, pipes, and trenches lies beneath the city. Base the sewer’s condition upon that of the settlement, if they were built concurrently. They may pre-date the current city.Population Wealth:
Average. Most of the city’s population have enough to live a modest life. Those without are a minority.STEWARDSHIP:
- A city must be managed well to thrive. This includes collecting taxes, maintaining streets and utilities (if any), and having enough people to fill all necessary roles and offices. If any of these are lacking, it can quickly have a visible impact on the city itself.
- Stewardship (or lack thereof) can be demonstrated through the state of roads and buildings, as well as in the visibility or number of guards. It can also be seen in the overall welfare of the resident population. Evidence of poor stewardship may also lie hidden beneath the surface. It is possible, if a shift in leadership or priorities has taken place, for things to still look as if they are going very well, even if they are headed in a disagreeable direction.
- Managed. The city’s fundamental elements are all accounted for and well attended to. Whoever is responsible is doing an admirable job.
General Condition:
Decent. The city is passable. While not offensive to the senses of one that is well traveled, it could still be off-putting to those with lofty expectations. Structures may not be aesthetically pleasing, but are generally functional.
Medical Camp.
- OUTSIDE THE CITY
- A set of makeshift or, depending on the nature of what is being treated, permanent structures have been erected to tend to, or even quarantine, the sick or injured.
Caravan Community.
- OUTSIDE THE CITY
- A nomadic group of people have taken to living on the surrounding land nearby.
Assets
SLUMS DISTRICT:
- Slums. This district is an area where those with lesser means might live.
- District Condition: Far Worse. 2 steps worse than general condition Level.
- Squalid. The district is in a deplorable state. Things are falling apart, filthy and, to anyone who doesn’t live here, seems positively unlivable. Most of the buildings, if not all, are likely a disgrace, or in terrible need of help.
- District Entry: Gated & Guarded. The district entrance is barred by a gate with guards.
- District Crime: Far Better. 2 steps better than the city’s general crime level. (Uncommon)
- Housing: Limited. Only a few live here; the district may be predominantly a place of business or functionality, or perhaps people avoid living here for another, less innocent reason.
SHOPS:
Butcher
Foundry/Smelting (shop)
- NOTABLE LOCATION: superstition. Those who frequent this location do so out of the belief that if they don’t, something will (or won’t) happen.
Baker (shop)
- NOTABLE LOCATION: Entertaining Service. Something about the folk that work here is very entertaining. Perhaps they’re funny, or maybe they do demonstrations, or even have a bard who plays there regularly.
General Store (guild)
SERVICES:
House of Leisure,
Inn
Tavern
CRAFT DISTRICT:
- Craft. This district has a focus on the creation of different goods.
- District Condition: Far Worse. 2 steps worse than general condition Level.
- Squalid. The district is in a deplorable state. Things are falling apart, filthy and, to anyone who doesn’t live here, seems positively unlivable. Most of the buildings, if not all, are likely a disgrace, or in terrible need of help.
- District Entrance: Lightly Guarded. The district entrance has a token guard presence.
- District Crime: Better. 1 step better than the city’s general crime level. (Common)
- Housing: Moderate. A fair amount of the buildings in the district house residents.
SHOPS:
Smithy
Carpenter
General Store
Tailor
Magic Shop (Clothing) (Guild)
Thatcher (shop) (Guild)
- Notable Location: Meeting Place. The establishment is in a particular location which is a prime landmark for people to easily meet. This tends to generate business by proximity.
Magic Shop (: Misc. & Curiosities)
- Notable Location: Coercion. Customers, who might otherwise go somewhere else, are pressured into coming here instead. This could be the owner’s doing, but could also be the work of another interested party.
Magic Shop (Armor)
DOCKS DISTRICT:
- This district has a focus on all naval and seafaring matters.
- District Condition: Better. 1 step better than the general condition level.
- Impressive. The district is well taken care of, and cleanliness is clearly a priority. Structures are maintained, though signs of wear may still be apparent. It feels lived-in, but of a respectable quality in every regard.
- District Entry: Gated & Guarded. The district entrance is barred by a gate with guards.
- District Crime: Equal. Same as the city’s general crime level. (Frequent)
- Housing: None. No one lives in this district.
NON-COMMERCIAL LOCATION:
Altar:
- A small shrine or, perhaps, a tiny shack, usually evincing some various items or images relating to that which the faith venerates.
SHOPS:
Shipwright
Weaver (Guild)
Magic Shop (Weapons) (Guild)
- Notable Location: History. This location is notable for its links to local history. Perhaps it belongs to a family with a particular reputation? Maybe it has ties to events from long ago?
SERVICES:
House of Leisure
Inn
Tavern (Guild)
Hired Help: Arcane Academics (Guild)
- Notable Location
- Experts in matters of magic and lore (may also be natural magic or something else; it need not be exclusively arcane).
- Team. The hired help is a team of individuals who work together.
ADMINISTRATION DISTRICT:
- This district has a focus on government and civil matters.
- District Condition: Better. 1 step better than the general condition level.
- Impressive. The district is well taken care of, and cleanliness is clearly a priority. Structures are maintained, though signs of wear may still be apparent. It feels lived-in, but of a respectable quality in every regard.
- District Entry: Guarded. The district entrance has a strong guard presence.
- District Crime: Far Better. 2 steps better than the city’s general crime level. (Uncommon)
- Housing: Limited. Only a few live here; the district may be predominantly a place of business or functionality, or perhaps people avoid living here for another, less innocent reason.
NON-COMMERCIAL LOCATIONS:
Courthouse
Chancery
Town Hall
Treasury
Sanctuary
- A large, well-appointed structure, able to comfortably accommodate up to a few hundred people.
- Fervency of Local Following: Fervent. Followers are outspoken, with little or no fear of reproach. They may sing or speak to the masses.
- Place of Worship Alignment: Neutral
SHOPS:
Alchemist (shop)
- (lower quality)
- (Guild)
Tailor (shop)
- lower quality
SERVICES:
Hired Help: Scribes and Clerks
- Masters of history, literature, mathematics and/or business.
- Hired Help Size: Individual Person. The hired help is a single person hiring out their services.
Bathhouse
- (higher quality)
- Notable Location: Unique Offering. This location has a product or service that no one else in the city has.
SCHOLAR DISTRICT:
- This district has a focus on education and the pursuit of knowledge.
- District Condition: Equal. Same as general condition level
- Decent. The district is passable. While not offensive to the senses of one that is well traveled, it could still be off-putting to those with lofty expectations. Structures may not be aesthetically pleasing, but are generally functional.
- District Entry: Gated & Guarded. The district entrance is barred by a gate with guards.
- District Crime: Far Better. 2 steps better than the city’s general crime level. (Uncommon)
- Housing: Limited. Only a few live here; the district may be predominantly a place of business or functionality, or perhaps people avoid living here for another, less innocent reason.
NON-COMMERCIAL LOCATIONS:
Archives/Library
Academy/University
Academy/University 2
- Notable Location
Forum
Schoolhouse
SERVICES:
Hired Help: Scribes and clerks (Guild)
- Masters of history, literature, mathematics and/or business.
- Hired Help Size: Team. The hired help is a team of individuals who work together.
Doctor/Apothecary
- (Guild)
SHOPS:
Weaver (shop) (Guild)
- Notable Location
History
Origin:
Haven. The location attracted a group seeking refuge from some crisis. They could have been persecuted by some great oppressor or, perhaps, they fled a natural disaster. Conversely, they could be a society of rebels or outlaws who desired an independent settlement of their own.RECENT HISTORY:
An unusual, and intriguing, contest is being held by a major figure in the community. Tryouts began a week ago, but none that have participated have mentioned what it is, whether or not they succeeded, or what’s next.Tourism
Visitor Traffic:
Groups. There are generally a fair amount of visitors to the city. May slightly increase congestion.Disposition:
Open. The locals actively enjoy visitors, and their culture incorporates this. Just about anyone is welcome.Night Activity:
Quiet. Everything is closed except for inns and taverns, which remain open until around midnight. Late guests would have to wake an innkeeper to get a room. If the city has a gate, it is closed and barred. Guards will usually let visitors in, but will discourage wandering.Geography
Environment:
Forest. The city is nestled among the trees. (But the end of the city reaches to the ocean)Natural Resources
OUTSIDE THE CITY:
- Farming [Livestock]. A group of farms, providing livestock for the city, are found on the nearest hospitable land under its control.
Founding Date
Age: Mature. The city has been around at least 100, but up to 300, years.
Type
City
Population
Population Density: Populous. A moderate amount of people live in the city. Walking through the streets, you will see plenty of people, but never so many that it would feel cramped.
Location under
Included Locations
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