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Jarin

Originating as a shared point of safe harbour along the brutal Crescent Coast, the port town of Jarin was built as a collaboration between the human and high elf populations of the region, with the humans constructing the docks and their machinery while the high elves transmutation magic crafted the grand, enchanted harbour walls that keep even the fiercest storms at bay. Today, the port serves as a hub for trade all along the coastline, drawing both legal and less than legal traders in to either resupply their ships for longer journeys up the coast or to offload their cargo for transport to settlements throughout the region.

Demographics

The towns population is made up predominantly of humans and high elves, with a sizeable subset of halflings - however, given all those who arrive and leave on the various ships, members of most of the mortal races can be found in Jarin.

Government

Jarin is governed by the Merchants Council, a group of elected representatives from all the cities major trades who ensure that trade flows smoothly and peacefully through the port and safeguard their business against outside threats. Although outwardly successful in this, corruption is common – rather than keep less savoury ships out of the harbour, the Merchant council tends to find it more profitable to let them pass unnoticed ‘for a reasonable fee’.

Defences

Though the presence of pirates or smugglers discourages some ships from risking their cargos, most either hire guards onto their crew or simply put up with the risk for the convenience the port provides. Furthermore, this policy dissuades such groups from raiding the town - to do so could mean losing an excellent sanctuary, or make further business at Jarin unwelcome. Against land based invasions, the town walls are no less formidable than the harbour walls, with a permenant force of guards supplemented by the ships crews and town militia as necessary.

Infrastructure

Amongst the numerous residential buildings, the docks are the towns most notable feature, with dozens of piers stretching a mile and a half along the coast providing space for both larger ships in the centre and smaller local fishing vessels at either end. At the central docks are many mechanical cranes and warehouses for unloading and storing the ships cargo, with a few drydocks providing areas for ships to be repaired if needed. The great, smooth, granite walls of the harbour reach out and encircle the port, with deep blue crystals embedded along the wall housing the sea calming enchantments. At either end, these walls rise up to merge with the town walls, which run equally smooth and high around the town.

Architecture

Given the joint nature of its construction, most of Jarin's original architecture is a mixture of human and high elf, with primarily cobbled streets and pitched pine roofs covering smooth, transmuted stone walls, mostly limestone or granite with some marble for the more official buildings. Newer buildings vary more in appearance, often in the native style of whoever constructed the house, but some are built with this same mix of traditional human building and more magical high elf construction.

Geography

The port is nestled in Glasswater Cove, stretching along the coastline to high, grass topped cliffs at either end. A dry river mouth sits to the east, with the flow redirected during Jarins construction to run through the settlement. Behind the town, the land rapidly slopes upwards to the flat, windy lowlands of the Crescent Coast
Type
Large town
Population
2000
Location under

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