Therra

 

Anchorin

Page history last edited by Steve 1 yr ago

 

Anchorin

  • Capital: Anchorin (City-State)
  • Climate/Terrain Type: Medditeranian Summers, Springs, Cold winters. Flat, wet terrain.
  • Population: 453,000 (80% Human, 10% Half human, 4% Orc (water), 6% all other
  • Military:  4,000
  • Government: Oligarchy
    • Ruler: The Royal Few (18 Powerful men)
  • Religions: White/Cold. White/Hot. White/Earth
  • Imports: Hemp, Weapons, Textiles, Water, Horses, Wood, Iron, Precious Metals, Vegitables, Wheat
  • Exports: Salt, Spices, Fruits, Ships
  • Alignment: NG
  • Crime: High (3.8)
  • Medium of Exchange: Anchorin Standard, Maddocks Gate Sanctioned Coinage (newly accepted)

 


  

 

Map of the Realm 

 

Geography

Anchorin is actually on a massive rock. It is surrounded by marshes and bogs, so paved roads have been a neccesary innovation. The water on the east coast is famously cold and dangerous during winter months, though freezing is really rare. Rains are somewhat common and annoying for residants in the city.

 

Hills of Portland

These are artificial hills, and exist just north of the northmost city wall, are filled with trash and bodies. Criminals during before the recent set of laws were stockpiled, and people would famously put their garbage out there, even though many would walk for miles. Though bodies are no longer allowed to be placed there, trash continues to build up. The government is very protective of their waters and it is highly illegal to put trash to sea, so they've allowed this site to exist. Grass and other vegitation occasionally grows, thus the 'hills'.

 

Golden Gulf

By far the most important site for the city, is the ocean. The Golden Gulf allows for heavy commerce and trade, and recieves nearly 5,000 ships on a daily basis. The gulf is famously beautiful and contains very good fish. Overfishing had been a problem, but not a major concern. The name was born from one of the original kings of Anchorin describing the way the sun sets over the gulf. It has since been called the Golden Gulf. Piracy used to be a major problem, but now isn't because of heavy navy patrolling from Anchorin and a few other states with vested interest in Anchorins success.

 

Walestans

This isn't a particular site, but rather, the colloquial word for the bogs surrounding Anchorin. Miles of unbuildable terrain are up against the cities borders, which is both a blessing and a curse. The nature of the bogs make it impossible for rival cities to build ports anywhere near Anchorin, a factor in it's unanswered success. It forces costly construction of bridges and cartography, as well as gaurds stationed throughout the roads to prevent bandits, which has been unsuccessful because they can simply hide out deep into wooded bog. A few notable hideouts exist in the bogs, all illegal and criminal.

 

 

 

Life and Society

  • 'Rins is the term for native Anchorin peoples
  • Noble classes are scarce, and account for almost none of the population. About 300 people consider themselves noble, including the rulers and their families.
  • Blue orcs have a powerful presence in the city. Initially, they settled on the site thousands of years ago. Humans drove them out and destroyed what they had. Over the years, the orcs sought refuge in the city. First racially prosecuted and oppressed, now they are only looked down upon by outsiders. They are a major part of the shipbuilding and crews of many vessels.
  • Bars are famous for tricking outsiders, and messing with people in general.
  • It is illegal for weapons to be wielded, and special ropes are added at no cost for weapon restriction. Gaurds are experts at tieing these ropes in such a fashion and the DC to untie them is 18.
  • The colors of Anchorin are Blue and Red.
  • A dragon once plagued the city for decades. It was slain by a famous group of heroes, and it's bones are preserved in one of the few musiums in the city.
  • Barter is common
  • Ships passage usually costs around 10g to go to the south, and as little as 4g to go to the north.

 

The Arts

Dance

Freeform, fairly uncommon. Dancers appear at many bars, but they rarely have any men join them.

 

Paintings

Artists frequent the city because of its cleanliness and view of the ocean. Paintings are a norm, any most families own a single piece of art, even if its cheap.

 

Music

Appreciated inside bars and on ships, seldom outside of those venues. Ships often employ a single bard to keep morale up and give the sailors something to do besides drink and gamble. Most often, a violin is employed on a ship, and therfore there is no shortage of them in bars and on streets. Blue orcs are famously good with percussion, and are often paid to perform.

 

Important Sites

Northern Bay

This harbor is the northernmost and largest. Travel is most common here, and trade usually occurs in the southern harbor. However, these are certainly not rules and no one would stop a trade vessel from docking here. Crime is lower here because gaurds have it fenced off and everyone is required to be checked before entering the large section. This is a slow and annoying process, and special notes exist to allow for ship ownders and frequent travelers to pass without inspection. The docks are quite large, and have even expanded onto bog, requiring a huge amount of wood. Under these docks exist at least one underground 'Tavern' that connects to the sewers. They are criminal, but unknown to authorities.

 

The Dungeons

Because of the drainage required by a large paved city that encounters rain several times a month, stormdrains exist all throughout the city. Like its cousin Maddocks Gate, crime exists in the drainage of the city. Unlike Maddocks Gate, gaurds simply don't know about it in Anchorin. Several legends exist about monsters dwelling in the underbelly of the city, but they arent officially verified. Two major establishments exist, one in the north and one in the south, to accomidate criminals, allow for drug trade, and other illegal activities. They are rivals, and often draw blood. The northern one is under the Tavern Kissbies, and is supported by it as well. Five hired gaurds are in the Tavern at all times, to prevent too much interaction between the two groups of patrons. In the southern one, it is known as Drunkers Delta. They own the above shop, which sells 'curiousities' and rooms, and of course drinks. The above shop is called the "Delta".

 

Southern Harbor

The southern harbor is smaller, but still massive. It accomidates all smaller ships, and the occasional large vessel. The Southern harbor charges the same 2g docking fee as the above bay. Gangs exist here, because the gaurd presence is much smaller.

 

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