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Saardath

Saardath is a very strange town built on stilts over Lake Sardmere in north-western Allansia.   It was constructed hundreds of years ago by the hardened Dwarves and Men who wished to reap the benefits of the vast mineral wealth in the region. The city became incredibly important as a centre for mining. After the veins dried, the dwarves departed for better prospect to the east. The Men stayed on in the village and started fishing as their livelihood.   Due to its location, western parts of the town is saltwater from the sea, while the eastern side has freshwater.   There is a long bridge that leads into Saardath from Lake Sardmere, guarded by an old eccentric guardian, who delights in asking travellers ridiculous riddles. The guardian's wrath, is as temperamental as his unpredictability.  

Politics & Factions

  The Council
Saardath is ruled by The Mayor, a bulbous chunk of a man in his late fifties, who covers his thinning hair with a wig. The Mayor cares little for the people and listens to his Council, who are made up of "nobles" which are in fact, small merchants or average ship owners. His closest advisor, Wennig currently leads the Council as chief. Both The Mayor and Wennig are greedy misers which explains the current plight of the fishing town.     Traditionalists
A group of sourly dwarves whose bloodline dates back to the early days when Saardath was built. While they spend their time hammering away at smithies fulfilling orders of hooks and chains, the dwarves would prefer if Saardath was restored to its former glory as a mining town.     Fishermen
The Fishermen faction is an alliance of the prominent fishing families and merchants in town, along with the workers who rely on those industries for a living. Eda (CG female human noble) is the current senior member of the town council, as well as the owner of three large fishing boats. She has lived in Saardath all her life and has been elected to the Council three times. She is a gruff, pragmatic woman whose graying hair is cut short and whose face bears the marks of a life lived outdoors. Eda is keenly interested in expanding Saardath’s fishing industry, her sights set on a wild section of the coast where she hopes to build a new dock.     Smugglers
This includes the smugglers who operate in the area, which most pose as merchants and rely on their local contacts to move goods through the region without interference from the town guard. Smuggling has long been an easy way to make money in Saardath, and locals generally look the other way, seeing it as a victimless crime. Gellan (NE male human noble) is a well-spoken, dapper older gentleman with a neatly trimmed beard and a fancy wardrobe. With his cunning instincts, he has positioned his family to become the most prominent merchants in town, but he now faces an intractable problem. Gellan made his fortune through smuggling, his textile and lumber exports serving as a cover for his illegal activities. Gellan is also a member of the Council.
Saardath

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