Florwell
Florwell
Florwell
Info
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Type | Large City
Population | 180000
Ancestries | Dwarf,Elf,Gnome,Goblin,Kobold,Catfolk,Ratfolk,Tengu
Theme | Purple and Green Flag
Region | Verna
Terrain | River Side
Politics
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Ruler(s) | =link(this.Rulers)
Leaders(s) | Sir Nicholas the IV
Govt Type | =this.GovtType
Defenses | Two Sets of Walls
Organizations
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Guilds | Thieves Guild |
Groups | =link(this.Groups) |
Commerce
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Imports | Magic Items,Reagents,Building Supplies |
Exports | Weapons,Armor,Finished Product,Tools |
Travel
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Government
The government as a whole tends to stay out of people's business only stepping in to keep the people in line and make sure people's properties stay theirs. There is a flat 15% tax rate on all citizens of the city causing a lot of wealth disparity between the poor portions of the city and the extremely wealthy. This alone caused a lot of discourse between those in the who live in the Upper River District and those who live in the Eastern Quarters leaving the city guard to have to step in before riots start.
Defenses
The city uses the ocean as a natural defense on 3 of its 4 sides. The city is protected by its two walls. The first wall Encases the city's main assets only leaving out the Upper River district. The second, much smaller, wall surrounds the Upper River District. Along with this, there are Regular guard posts stationed every 5 miles or so between the city and the edges of Yuten and Lutheria. The city once had a naval force to be reckoned with but after The Great Forging, the city quickly found it had no use for keeping this branch of its military up.
Infrastructure
There are two main roads that run through the city spanning North to South and East to West. Most of the trade district sits on the North to South Road. The city's sewer system spans all but the Halls Of The Dead leading to a vast system like maze-like in form. The city's West River District contains most of the advanced infrastructure, this includes blast furnaces and ore refineries. The city has four sets of ports, the first being the imports for the various artisans in the West River District. The second port is for the various imports of commodities going to the many merchants of the Trader Road. The third has long been abandoned as it was once the port of the naval fleet. Now with each passing year, the port falls apart more and more as there are no ships to dock at it. The fourth and final port is for that of travel for all levels of wealth. Hosting primarily the extremely wealthy there are sometimes charter ships for those who wish to start anew in the city of Jeset.
Districts
West River District: Forges, Crafting, Production, Main economic producer of the city. This Sits hugging the river that runs near it and on the West Side of the Trader Road
Upper River District: Impoverished, Working Class, Many Of The City's Ratfolk Halls, many slums and homeless here. Located to the right when entering the first set of gates walled in on its own.
Traders Road: The main road to enter the city, The Heart of the city, Most trading of commodities happens here. This cuts through the center of the city.
Northern District: Main district for knowledge and learning, Home of the Bardic Collage, and Military Academy, Also home to many of the city guard as well as the jails being here. Located on both sides of the trader road hugging the second set of walls going from the river to the sea.
Eastern Quarters: Most of the Middle to Upper class live here, The Upper class typically living closer to the ocean, Much of the city's wealth is here, The region's largest bank vault is here. Takes almost all of the east side of the Trader road stretching out to the sea.
Halls Of The Dead: The final resting place of the city. Many people who live near this say they can hear the dead from the other side of the walls that surround it. This is located on the opposite side of the Upper River District
Sewers: The Place where many of the Ratfolk and poor have been left to rot. This area runs all throughout the underside of the city leading for a great place to harbor crime.
Demographics
Total Population: 198,000
| Ancestries | Population |
|---|---|
| Dwarf | 36000 |
| Elf | 29000 |
| Gnome | 8000 |
| Goblin | 22000 |
| Kobold | 17000 |
| Catfolk | 13000 |
| Ratfolk | 40000 |
| Tengu | 15000 |
| Halfling | 5000 |
| HobGoblin | 13000 |
History
The city was founded many years before The Great Forging but most if not all records of the city were lost in the firestorm following the devouring curse. Most of the city's wooden structures were left to ruins as fire brigades struggled to put out the ever-expanding fire. It is said that the fires could be seen all the way from the village of Mulchrock and the smoke as far as Xim. By the time the fires calmed down the city had found itself in a whole new world. Few live from the time the city first made its way into the new world but all are told of the hero who helped keep the curse at bay that night. After the fires were put out the city folk banded together to start on the rebuilding. Communities of Wealthy and Poor, Weak and Strong, Small and Big quickly built the city back up from its ruins. Those who did not stay in the city went out to explore the new world they found themselves in. Much of this world seemed to be the same until they went further west of the river. Much of the land west was unfamiliar from that of the homelands. Empty and vast these lands had yet to be discovered. Many came back to the city with newfound wealth and stories of another large city that was once thought to be lost to time. Not long after the city rebuilding many started becoming sick. Some races fairing better than others recovered quickly with not much time lost, but other races quickly fell to this sickness. Many humans, Orcs, Lizardfolk, Azarketi, Fetchling, and Vanara were wiped out from this sickness within the first year. The large influx of bodies lead to the city running out of space in their cemetery for all the dead causing them to send their old military vessels out to sea filled with those whom the infection took. The city is once again bustling with the life of the races that survived. The city's crime stays under control by the guards leading to a rather safe place to live and start a family. Wars haven't been had in hundreds of years since before The Great Forging. This leads to peaceful city life for those who call it home. Every year on the anniversary of The Great Forging the city puts on a great firework display and hosts the forges fair. The fair takes up most of the city's Trade Road and fills the taverns to the brim with people from all over Verna. It is the one time of year when they remember their fallen brethren and celebrate the new opportunity they have been given in this blessed world.
Notable NPCs
Jake Darna
Herold Strotenguard
Points of Interest
The Hanged Man's Tavern:
Located in the Upper River District right after the entrance to it.
• The Owner is a Tengu (Lenny Berwick) Who is also the main bartender
He is friendly to everyone who enters
Not afraid to kick someone out himself but generally forgiving the next day
Used to adventure before getting hurt and retiring to run this tavern
• Myth is that the original builder was hung in the tavern before the construction was complete ○ They also say that He can be found still wondering the tavern late at night when everyone is sleeping
The Scurvy Raven:
By The Port in the Eastern Quarter
DM Notes
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Plot Hooks
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Hidden Details
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