Pelervar/Ardaene: Difference between revisions

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| [[Pelervar/Zahari Passage|Zahari Passage]]
| [[Pelervar/Zahari Passage|Zahari Passage]]
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{{Template:CityStats
|city = Ardaene
|population = 320,000
|searchmod = -1?
|terrain = Plains
|appearance = Average (0)
|hygiene = 0
|mana = No Mana
|enchantment = No Enchantment
|language = English
|literacy = Native
|tl = 9
|wealth = Average
|status = -1 to 3?
|government = Socialist-Capitalist Dictatorship?
|cr = 3
|corruption = -1
|military = $?
|defense = +1
|notes =  <p>Estimated chronolocation: 70±5 mya (Late-Maastrichtian Cretaceous). Estimated Homeline geographical location: near Ferris Mountain East range in southern Wyoming, N of Rawlins; paleogeographic location in mid-Laramidia around 20 miles from the coast of the Western Interior Seaway. Situated in local highlands, to minimize flooding. Perimeter fence is ~1km diameter (w/ 418263.3m²/109 acres of protected farmland).</p>
'''Population'''
<p>Children=24%; Senior=8.5%; Married=55%</p>
'''Defenses'''
<p>The colony is surrounded by a massive circular fence, featuring outposts with sonic cannons manned by the Security Team to protect the colony from threats. Additionally, sonic mines were set up to help keep the colony safe. Security cameras are lined around the colony and can manually send sonic booms into their surrounding areas. The colony also has outposts in the jungle that can report suspicious activity.</p>
'''Power'''
<p>Terra Nova relies on at least three different forms of energy production powering the grid - solar power panels covering various structures around the colony, wind turbines of varying sizes and at least one goethermal well. Residents also rely on internally produced power such as those in lanterns for lighting their homes. </p>
}}
'''Ardaene''' is the regional capital of the [[Pelervar/Council of the Free Cities|Free Cities]] and the wealthiest and most influential city in the region, set on the [[Pelervar/Zahari Passage|Zahari Passage]] where its harbours command the sea-lanes. It is a merchant oligarchy: real authority rests with the '''Council of Trade Princes''', who govern from the '''High Counting House''', while local magistrates keep the law.
'''Ardaene''' is the regional capital of the [[Pelervar/Council of the Free Cities|Free Cities]] and the wealthiest and most influential city in the region, set on the [[Pelervar/Zahari Passage|Zahari Passage]] where its harbours command the sea-lanes. It is a merchant oligarchy: real authority rests with the '''Council of Trade Princes''', who govern from the '''High Counting House''', while local magistrates keep the law.


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[[Category:Pelervar/Cities and Settlements]]
[[Category:Pelervar/Cities and Settlements]]
[[Category:Pelervar/Free Cities Region]]
[[Category:Pelervar/Free Cities Region]]

Revision as of 01:21, 9 June 2026


Ardaene
Tier Free City · Regional Capital
Region Free Cities
Government Merchant oligarchy
Ruling body Council of Trade Princes
Seat of power The High Counting House
Population ~70% human, remainder mixed peoples
On Zahari Passage
Ardaene
Population: 320,000 (Search -1?)
Physical and Magical Environment Notes
Terrain: Plains

Estimated chronolocation: 70±5 mya (Late-Maastrichtian Cretaceous). Estimated Homeline geographical location: near Ferris Mountain East range in southern Wyoming, N of Rawlins; paleogeographic location in mid-Laramidia around 20 miles from the coast of the Western Interior Seaway. Situated in local highlands, to minimize flooding. Perimeter fence is ~1km diameter (w/ 418263.3m²/109 acres of protected farmland).

Population

Children=24%; Senior=8.5%; Married=55%

Defenses

The colony is surrounded by a massive circular fence, featuring outposts with sonic cannons manned by the Security Team to protect the colony from threats. Additionally, sonic mines were set up to help keep the colony safe. Security cameras are lined around the colony and can manually send sonic booms into their surrounding areas. The colony also has outposts in the jungle that can report suspicious activity.

Power

Terra Nova relies on at least three different forms of energy production powering the grid - solar power panels covering various structures around the colony, wind turbines of varying sizes and at least one goethermal well. Residents also rely on internally produced power such as those in lanterns for lighting their homes.

Appearance: Average (0) Hygiene: 0
No Mana (No Enchantment)
Culture and Economy
Language: English Literacy: Native
TL: 9
Wealth: Average Status: -1 to 3?
Political Environment
Government: Socialist-Capitalist Dictatorship?
CR: 3 (Corruption -1)
Military Resources: $? Defense Bonus: +1


Ardaene is the regional capital of the Free Cities and the wealthiest and most influential city in the region, set on the Zahari Passage where its harbours command the sea-lanes. It is a merchant oligarchy: real authority rests with the Council of Trade Princes, who govern from the High Counting House, while local magistrates keep the law.

It is also where the Council of the Free Cities convenes, which makes Ardaene the political centre of the confederation as well as its commercial one. The city keeps order with its City Watch, harbour guard, and local militia, hiring mercenary companies when it needs more, and it is one of the two great patrons — with Port Arenhold — of the fleets that patrol the Passage.

Ardaene is known for wealth, diplomacy, and the influence of its guilds and temples, and for the endless manoeuvring of rival trade families. It is, in the end, a city ruled by coin, law, and negotiation — and, if the harbour gossip is to be believed, by a good many bargains struck well out of public sight.

Dependencies

Galvorn and Brindle are dependent towns under Ardaene.

Do not confuse Ardaene's Council of Trade Princes (this city's own government) with the Council of the Free Cities (the confederation's body). They meet in the same city and share little else.