Post by ◊ Puppy ◊ on May 17, 2016 0:16:17 GMT
Goldcrest
The largest city in the known world, Goldcrest has become an epicenter of trade and manufacturing. Its central location in relation to the Accord Nations makes it an ideal hub of commerce and political action. A treaty signed between the self-governing city-state and the Accord Nations allowed for a small contingent of military forces to occupy Goldcrest and foreign embassies were erected where nobles and council members representing the four nations reside. Goldcrest is neutral ground and among the few locales that remained relatively untouched in the war, due to its lack of political allegiances.
In the wake of the war, Goldcrest has found its resources stretched to the limits under the weight of thousands of refugees as well as reduced support of law enforcement from the weakened Accord Nations. While many visible crimes are still deterred by the city guard, organized crime has grown in recent years and the farmlands and plains outside the city have seen a dramatic reduction in guard presence.
As a neutral, free city-state Goldcrest's government is overseen by an elected government and a small senate that fills an advisory role. Political policies are centered around the strengthening Goldcrest's commercial and economic power and maintaining order within its city limits. Very little emphasis is given to the spread of territory or outside politics.
Goldcrest is also home to a number of unions and guilds that would otherwise be restricted or outright banned in other regions. While the purpose and intent of many of these organizations is dubious, at best, most are able to operate freely due to generous contributions to the Goldcrest city coffers.Groups and Organizations
Theives Guild – Although not directly referred to as such and its existence denied by any and all, a loose network of theives, fences and orchestrators does operate within Goldcrest city limits. An entity that thrives in the shadows, very little concrete is known about the guild. The rumors of its mysterious leader are often seen as unfounded. Even the name of this possibly non-existent benefactor changes with every passing day, though usually they revolve around some derivative of the words 'shadow' or 'enigma'.
The guild works heavily with the Mariner's Union, aiding the sailors in selling any goods they may have 'discovered' during their travels.
The Mariner's Union – On the surface the Union represents the independent sailors hired to make the perilous maritime journeys to deliver goods to the various ports and harbors across Thrella. While this noble cause is one of the purposes of the Union, the Mariners have a much darker side. As the largest, unified network of privateers, the Mariners achieve much of their collective wealth through the pooling of resources and distribution of pirate hauls. Their continued contributions to the Goldcrest navy offer a great deal of protection for privateers, provided they follow a very loose set of rules regarding where they can operate and which shipping lines are subject to 'private inspections'.
Not every pirate has to be a member of the Union, though it's recommended.
Merrill's Marauders – Desperation often breeds opportunity. In the wake of the war, law enforcement became a privilege, rather than a right. With guardsmen stretched thin wealthy merchants and even nobles were left to take their own security in hand making those with martial training a commodity worthy of a high price. This led to the drastic rise in private sell-swords and mercenaries. This guild oversees contracts for personal security of the wealthy and prosperous as well as aiding in the transportation of goods across the oceans and lands out of the city guard's reach.
On occasion a contract for less than savory work such as 'silencing' a troublesome individual may come along. But the Marauders don't talk about those.
Goldcrest City Guard – Comprised of soldiers from the Accord Nations as well as natives of Goldcrest, the City Guard is among the most overworked and under appreciated professions. Most serve the Guard for noble and honorable purposes, rather than financial gain. They are tasked with the unenviable job of maintaining law and order within the city limits of Goldcrest. Although they're often undermanned and facing seemingly insurmountable odds, the Goldcrest City Guard stand as the unwavering line keeping the innocent safe from injustice.
Order of the Chevaliers – The Chevaliers represent the sword arm of the Enclave. Theirs is a life of discipline and order with little room for leisure. Imbued with powerful anti-magics and extensive martial training, Chevaliers consider themselves the last line of defense against rogue mages. The ritual that binds their bodies with magic is painful, bordering on torture, though the results cannot be argued. Only the most powerful of mages can hope to escape the Enclave's grasp as their magic fizzles harmlessly in the presence of the armored Chevaliers.
Chevaliers are subject to a strict code of conduct banning many of the standard pleasures of life. They are offered no reprieve from their purpose and must remain at the beck and call of the Enclave. A Chevalier is considered to be on duty at every moment which restricts such activities as the consumption of alcohol, unsanctioned travel and even marriage and romantic relationships are disallowed.
Enclave Mage – Mages that have found their way, either willingly or other, to the Enclave lead quiet, modest lives. Under the watchful eye of the Chevaliers, mages undertake extensive training centered around the control and development of their abilities. While many find a comforting simplicity to the strict way of life and accept the sacrifices of their freedom in return for the protection and knowledge the Enclave offers. There's precious little a mage can do that goes unseen by the oppressive Chevaliers, lest they risk allowed the magic users the chance to pursue the discovery of forbidden knowledge.
The Enclave, being an independent entity, allows its mages to be conscripted into service to the people of Goldcrest. Some are lent to the City Guard to support law and order, others work as historians, scholars and teachers in Goldcrest's libraries and universities. Still others are contracted to the nobles inhabiting the city as guards or servants. While the services of a mage are costly, all coin is paid directly to the Enclave, as mages aren't allowed to accrue their own resources.
Nobles – Members of a given nation's, or Goldcrest's government. These could be elected officials and representatives, extended relation to royal families or those holding assistant or adviser positions. See the thread describing the Accord Nations for more information regarding the forms of government with representation present in Goldcrest.
Independents – Merchants, tradesmen, craftsmen, mages, or any individual who hold no allegiances to any entity save themselves. Sometimes these are citizens living on the outskirts of society, acting as guides and private sell-swords or merchants in business to further their own needs and purposes.