Trinity Bay: Now With Surroundings!

From Psy, 8 Years ago, written in Venderant Nalaberong, viewed 849 times. This paste is a reply to Trinity Bay: Now With Surroundings! from Psy - view diff
earl https://txt.blorgblorgbl.org/view/22e3cc27 Embed
Download Paste or View Raw
  1. Trinity Bay
  2. Named for the three merchant houses that pooled their resources to build the city over 150 years ago, Trinity Bay is now the biggest and busiest seaport on the Northern coast of the mainland.
  3. Trinity Bay is governed by the Council of Five, an exclusive group of representatives from the five wealthiest merchant houses in the city.  Every three years the city shuts down for three days for the Accounting, where the assets of every merchant house that hopes to have a representative on the council are evaluated by a supposedly neutral committee made up of officers of the city guard.  Since the Council of Five has final say on every aspect of how Trinity Bay is run, its seats are desperately coveted.
  4.  
  5. Setting Aspects:
  6. - Coin Above Crown: Wealth and property are prized above all in Trinity Bay, with even nobility and religion (powerful forces outside the city) coming distantly second.
  7. - Superstition Prevails: Higher education than arithmetic and literacy is rare even among the rich, beliefs in lucky/unlucky practices and objects are common, and misconceptions regarding the nature and potence of magic are rampant and often exploitable.
  8. - Everyone Has Their Price: No one is incorruptible in Trinity Bay, even the most devout cleric and the most principled guardsman.  A slumdweller might sell his children for the chance to join the wealthy elite.
  9.  
  10. Districts:
  11. - The Financial District: Banks, auction houses, shopping, and the base of what passes for government here.
  12. - Parkhill: A tree-covered maze of curved cobblestone roads and posh estates, many of them overlooking the rest of the city at the edge of a steep cliff separating it from
  13. - The Warehouse District: A center of trade needs somewhere to store its commodities, and a working class needs somewhere to sleep near their places of employment, even if it happens to be a grid of miserable, cramped, identical rowhouses.
  14. - The Docks: Can't have a seaport without them!  Bordering and overlapping with the Warehouse District is a massive labyrinth of piers, drydocks, and blind alleys hiding a grimy shangri-la of sleazy taverns and brothels.  The city guard don't dare venture too far past the narrow corridor of safety next to the water, because once the ocean's out of sight the thieves' guild holds sway and has no qualms making examples of anyone who challenges their unspoken control of the city's underbelly.  Even the merchant houses on the Council of Five pay their dues if they want to keep their fleets and workers safe.
  15. - The Slums: A sprawling two thirds of the city is made up of assorted neighborhoods of poor consumers and workers, carefully supplied with the bare minimum working and living conditions to keep them complacent and keep the wheels of the economy turning.  Life isn't pleasant but the slim hope of upward mobility and the icy fear of instability keep everyone going through the motions with their head down.  Nearly everyone, that is.
  16.  
  17.  
  18.  
  19. Outside the City: The Countryside, the Forest, and the Coast
  20. Quick sketch because my worldbuilding tanks have run dry:
  21.  
  22. The Countryside Aspects:
  23. - Follow the Spire:  The town of Hearthspire is the heart of the countryside's scattered farms, mills, and estates.  It is famed for a giant stone obelisk in the center of town capped with an everburning magical fire.  How'd the obelisk get there?  A wizard did it, obviously.
  24. - My Neighbor, My Brother:  In stark contrast to the mercenary attitudes that prevail in the big city, there is a strong sense of community among the farmers and millers in the countryside, with social outings both formal (costume balls at noble estates) and informal (drunken bonfire cookouts and singalongs) once or twice a month keeping everyone in touch and feeling close even when they need to rise at the crack of dawn to reach the shindig by evening.
  25. - Sow Fear & Respect, Reap Safety & Prosperity:  Tributes and prayers to the gods are a deeply ingrained part of the local culture.  Most commonly worshipped are Deeanna, goddess of fertility/motherhood and the harvest, Samson, the Great Protector (said to be the ascended form of a mortal knight that defied fate and defeated a god to save the life of his beloved, who had been fated to die), and Selara, the sun goddess, who blessed Apollo, the moon, with some of her light to ward off evil during the night in her absence.
  26.  
  27. Everwood: The Forest Aspects:
  28. - The Forest Eternal:  Lumber mills are common as dirt elsewhere, but Everwood has stood since the dawn of time and cannot be diminished by mortal hands.  Legends tell of a merchant house from the city that set up a logging camp at the edge of Everwood.  The loggers found that no matter how many trees they cut down during the day, the following morning the forest had regrown thicker than ever.  For a time they thought they'd discovered a source of infinite lumber, but each night the trees edged closer.  One morning the camp and its workers were simply gone, swallowed up by the forest, and the merchant house went bankrupt as one by one everyone who came in contact with the cursed lumber began to die in horrible accidents.
  29. - The Sacred Grove:  Everwood is home to a tribe of shamanic wood elves and a group of druids and rangers that heard and answered the forest's call for protectors in exchange for powerful magical abilities.
  30. - Beasts of the Old World:  Mythical creatures and unearthly monsters make their homes in Everwood, preying on cocksure farmboys looking to prove something and unwary travellers seeking a more direct passage to and from the mountains.
  31.  
  32. The Coast Aspects:
  33. - The Unwavering Light:  A few hours' hike from the outskirts of the city is a massive, ornate lighthouse that never goes out and illuminates the entire bay during the night.  It's said to also be the home of an aging sorceror in peaceful retirement.
  34. - Caves 'n' Coves:  Entrances to a massive cave network dot the rocky beaches, and pirates, smugglers, and horny teenagers alike take frequent advantage.
  35. - Archipelago Fuck Yourself:  Small islands dot the coast, some no bigger than a forest clearing, some big enough to hide a cabin or small house from view behind the treeline.

Reply to "Trinity Bay: Now With Surroundings!"

Here you can reply to the paste above

captcha