Saturday, March 18, 2017

City of Redwater

Redwater is basically a rip-off of Waterdeep, from the Forgotten Realms.  I wanted a model for a big, flashy city and it fit the bill perfectly.

A major trading hub, with trading resources coming in from all compass directions.  It's authority extends 30-40 miles outside its walls. The road in is well-kept, and patrolled. Local population density is over 100 per square mile. It spreads out from the sea and the deep, natural harbor, along the flanks of the nearby mountains, once home to dwarven clans and now riddled with caves, passages and tunnels, many of them occupied by fearsome monsters who have dwelt there since ancient times.  The abandoned dwarven kingdom is now a dungeon called Undermountain.  At least three major trade routes spring from its gates.

Location:

Population: 100,000
Demographics:  Humans (75%), Dwarves (10%), non-humans (15%) 
Languages:
Cultures:
Imports: Grain, livestock, leather, ore, timber, and exotic goods from other lands
Exports:  Ale, arms, cloth, furnishings, leather goods, pottery, refined metals, and all other sorts of finished goods
Governance: the city-state is governed by a council whose identities are a closely-guarded secret.  Agents of the council oversee judicial and administrative matters, with high-level decisions made by the council.  
Defenses: there are two separate armed forces - the City Guard and the City Watch.  The City Watch are basically the local police force.  The City Guard are soldiery and staff garrisons, road patrols, and watchposts, and serve as bodyguards and gate guards. Redwater has strong walls on its landward sides and was protected in part b the mountains on the seaward side. The mountains are studded with watch towers and defensive positions, and patrolled by special guard units. 
Law:  Justice is dispatched by the Magisters, who direct the common courts of the city. These Black Robes, as they were often called, were empowered to pass sentences.  They are always accompanied by six members of the guard.  Any individuals found guilty could appeal to the Lord's Court, ruled over by the mysterious council.
Guilds: several guild have considerable power in Redwater, including one for practically every profession to be found in the city (some are little more than a joke or a social club, others wield real influence).
Other Organizations: also having influence, including at least one vigilante group, an organization of thieves and assassins operating in the Dock Ward,  secretive magical orders, criminal/thug gangs, and a black magic organization based in the sewers.
Nobility: at least 76 rich noble families have power here, some of them tracing their bloodlines back to the founding of the city.
Merchants: the city is home to a growing merchant class of shopmen and caravan owners.
Adventurers: are drawn to Redwater for its many entertainments.

Layout: the city is divided into "wards".  Castle Ward includes the mountainsides, the ruling castle and palace, and is the seat of government.  The City of the Dead is the city's necropolis, a giant graveyard.  This ward is gated and guarded, especially at night.  Dock Ward sits on the Great Harbor and holds  the docks, shipbuilding yards, and warehouses for the sea trade. Downshadow, actually the uppermost level of Undermountain, is the "undercity".  


Field Ward is the ward between North Trollwall and new city walls. Home to many demihumans.  Mistshore is the ruined naval harbor, home to outcasts and criminals who live along the shoreline or on wrecked ships half-sunk in the harbor.


North Ward is the home of the nobility and their villas. The moneyed classes make their homes here, far removed from the hustle and bustle of the lower classes by the docks and in Southern Ward. Sea Ward contains many of the temples, along with a good helping of the newer noble families and retired adventurers who could afford the odd villa or two. The arena is located here. South Ward is the place of caravan masters and traders, for it was close to the South Gate, the opening to a trade route.  Trades Ward is the commercial section. Undercliff sits at the base of the eastern cliffs. It is connected to the rest of the city through subterranean tunnels.

Religion: pretty much any socially acceptable faith is allowed in Redwater, and there are many temples there.  There are also secret shrines and temples to not-so acceptable faiths.

 
The city of Waterdeep form the Forgotten Reals, upon which Redwater is modeled. 




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