The Haunting of Sulpich Wood
Population: 11000 permanent (including farmland), 3000 transient Established: 72 OEE (Old Esuon Era) Area: city 1 km2; farms 10 km2 Elevation: 10-20 ft Government: Capital of the Wildlands, and home to High Duchess Ella and Duke Reuben. The Marquess of Yunn, Lord Saal, governs the surrounding lands, docks, and market. Lord Mayor Adelborg is responsible for the rest of the city. The sister city Port Yunn is governed independently.
Physical/Geography: Fortifications consist of city walls, with three external land portals: northeast, southeast, and southwest into the river delta. There is a river harbour guarded by two towers with catapults. Defense from sea attacks is primarily provided by the coastal defenses at Pt. Yunn downstream.
The city is divided by internal walls into a number of districts. The Burrows, an opulent estate built into and around Teak Hill, is the home of High Duchess Ella. Next to it is the centre of city trade, built around Lord Saal’s estate, Oxmire, which rests on the ruins of an ancient fishing town. The Lord Mayor’s home is on the north edge of Market Square within this section of the city. Surrounding these two areas are two parts of a ring: Riverside and Landside. The Docks are considered a separate section of town, as are the Millworks on the western edge. Small communities
- the Outtowns - exist outside the walls to the north and south; that in the north is known to be somewhat rougher.
The population is not segregated by race, except in the inner circles. Most of the nobles and successful merchants are human, with a few gnomes scattered into the merchant class. Orcs and dwarves who do well are best not to advertise it, both to avoid harassment from the law and to maintain their customer base, who would frown upon buying goods from someone who lived too near to Oxmire. Dock workers come and go, as do many in the Millworks. The North Outtown contains a relatively large (10%) goblinoid population.
Justice: The Royal Yunnian Guard maintains peace. Public executions occur on the day before the first market of each month, in Market Square. Due to the recent rise in witchcraft-related arrests by the King’s Redguard, this has been extended to the day before the third market day of each month, as well.
Politics: Due to the city’s status as a major trade centre, there is an unusual dynamic of merchants competing with nobility for prestige. Lord Saal has a rocky relationship with the various merchants’ guilds, while High Duchess Ella tends to favour the merchant classes over blood nobility. Lord Mayor Adelborg has the uneasy and thankless task of mediating between the two. Social occasions tend to be extravagant displays of wealth and power. At a lower level, competition between small-time barons is dirty, full of assassinations both physical and personal.
Resources and services (number): Food/drink/lodging Almshouse 3 Baker 9 Boarding house 7 Brewer 9 Butcher 7 Cheesemaker 3 Grocer 2 (most food trade is in the market) Hostel 4 Inn 20 Provisioner 4 Tavern 52 Vintner 1 Common crafts and trades Blacksmith 46 Trader 70 Cobbler 35 Cooper 20 Leatherworker 30 Mason 14 Miller 15 Potter 5 Tanner 2 Weaver 7 Woodworker 38 Rare crafts and trades Apothecary 1 Armorer 3 Bookbinder 2 Bowyer/fletcher 8 Clockmaker 1 Chandler 3 Dyer 4 Fine clothier 4 Furrier 0 Glazier 2 Herbalist 0 Jeweller 2 Locksmith 2 Seamstress/tailor 18 Specialty smith 3 (1 goldsmith, 1 silversmith, 1 pewterer) Tilemaker 2 Weaponsmith 6 Transportation Boat for hire 14 (river boats, varies with season) Teamster 35 (varies with season) Cartwright 10 Porter 10 (varies with season) Saddler 3 Shipwright 1 (go to Port Yunn for most work) Stable 16 NPC services Alchemist 1 Assassin/bounty hunter 8 Astrologer 3 (but they swear it’s for entertainment only!) Barber 19 Barrister 4 Burgler 3 Dragoman (guide) 12 Engineer 1 Fence 16 Healer 18 Interpreter 5 Labourer 130 Leech/physician 4 Linkboy (torchbearer) 7 Minstrel 15 Navigator 5 (go to Port Yunn for sea navigation) Priest 20 Sage 2 Scribe 3 Wizard ha ha ha… yeah, right
Trade and industry: Farmlands fill the fertile delta, covering an area of 10 km^2, enough to export to surrounding cities. Trees are sent down the river from Sulpich Wood. Some stop at the Millworks area of town, while others are taken directly through to the shipyards in Pt. Yunn. Weapons, gems, and metal goods are normally imported, though iron ore shipments are made occasionally from the east for refinery here.
Culture: Demographics The city goes through seasonal boom cycles, where large numbers of traders flood it with wealth and goods, providing employment opportunities for many. Between these trade booms, the city seems empty and sparsely populated, though it is still one of the greatest cities in the Alian region. There are all sorts of people… even the occasional elf or half-ogre. Wealth Lots of it, but heavily concentrated in the merchant and noble classes. Farmers do better than they would out east, but only because their yields are high and exporting is easy. Food is cheap, but land is expensive. Building style Depends on the section of town. Close to the water, buildings are squat mud/brick/cheap lumber affairs, squarish and boring. In the wealthier sections, there is a distinct Victorian style of architecture, with some throwback Romanesque columns for good measure.
Surrounding area: Villages can generally be found along the roads in 5-8 kilometer intervals. It’s about a day’s travel to the next major town.