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Millthorpe

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Millthorpe.png
Millthorpe
Capital of Camor[T]
Nationality Mendarian
Region Camor - Millcaster

Description

Millthorpe has many new buildings. The Camorian Rebellion hit the city hard, causing many old buildings to be demolished after excessive damage made their repair unfeasable.

The first thing a visitor might notice is that Millthorpe is one of those cities that "never sleeps" there are periods and bells where activity is reduced, and the noisiest activities are frowned upon, but the streets are never truly empty, like in might happen in a hamlet or village as the citizens sleep.

When the wind is calm a distinct smell of burning charcoal, and heated metal lingers in the air, but this rarely has any adverse effect on the otherwise crisp air that blows in from the night.

The streets are cobbled with quarried stone, and are used mainly by man and beast, and the rare machine invented by some eccentric gnome. In addition to the roads, Millthorpe is the last stop on the Mendarian rail line, connecting it to a fast and reliable mode of travel to the rest of Mendaris.

History

Districts

Geography

Culture

Notable figures

Points of interest

Taverns and Inns

Services

Domiciles

  • Edwain's Apartment

Other

  • Camorian Independence Memorial Graveyard

Millthorpe Orphanage

A bleak, three-story brick building outskirts of the city walls, surrounded by a tall iron fence. The entrance is flanked by two stone partially broken statues of a man and a woman. The windows are small and narrow, barred, and always slightly foggy. The walls were once more vibrant, but the wallpaper has faded over the years. The door is made of heavy, rusted iron and has a large, ornate knob. The children inside are mostly silent, except for the occasional whispers or murmurs, they keep to themselves. There is a small garden in the back, with a few withered trees and a creaking swing set. The building creaks and groans in the wind and rain, and there is a pervading sense of dilapidation few would find suitable for children.

Mrs. Grendel

She is the head matron if the orphanage. she is a tall, stern woman with a no-nonsense demeanor. She has a scar on her cheek which she obtained from a previous altercation with a disobedient child. She wears a plain, dark dress with a white collar, a black apron and a silver badge pinned to her chest. Her hair is pulled back into a tight bun, and her eyes seemingly perpetually narrowed, as if she's ready to squelch any sign of disobedience. She believes in strict rules and swift but fair punishment for breaking them. Her goal is to instill discipline and responsibility in the children, though some may view her methods as harsh. She's been in charge of the orphanage for many years and has a reputation for being firm but fair.

Gerhard

The groundskeeper is an elderly man, hunched over from years of hard work. His hands are gnarled and calloused, and he wears a tattered green apron over his ragged clothes. He keeps the garden tended to, but it's clear he doesn't have the energy or resources to make it truly flourish. He has a kind face, with deep lines etched into it from a life of hardship. He rarely speaks to the children, but he usually has a small honey treat in his pocket for any of them that breaks up the monotony of his work. He tries his best to make the orphanage feel a little less bleak, but it's an uphill battle against the harsh conditions.

Notes

Statistics

City [T]

CN Large City[1]
Corruption 3; Crime 3; Economy 4; Law 6; Lore 1; Society 0 [2]
Qualities: Militarized, Prosperous, Morally Permissive, Majestic, Rule of Might,
Danger: 10

Demographics

Government: Council
Population: close to 75 000 (including suburban area)

Marketplace

Base Value 10400; Purchase Limit 75000; Spellcasting 6th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4+1d8

Qualities

Militarized

Former center of the Camorian independence movement, which can still be felt. Garrisons and a strong city guard upholds the peace.

Modifier(s): Law: +4; Society: -4;

Prosperous

The settlement is a popular hub for trade.

Millthorpe is a production hub for industry, requiring the import and export of many materials. For those with the right connections, this exchange can be very lucurative.

Modifier(s): Economy: +1; Base value: increase by 30%; Purchase limit: increase by 50%;

Morally Permissive

"what happens in Millthorpe..."

Famous for its lax morals. Some acts that would normally be considered sinful or immoral are not crimes in Millthorpe, and committing these acts does not violate a paladin or cleric’s moral code, so long as the offense is limited to within the borders.

  • Gambling
  • Drugs
  • Prostitution

Modifier(s): Corruption: +1; Economy: +1; Spellcasting: decrease spellcasting by -1 level(s);

Majestic

The extensive industry is impressive in a different way than cathedrals and castles, but has a majesty all its own. It inspires and attracts artisans from far away.

Add +1d8 to the number of the most expensive category of magic items the settlement offers for sale, as determined by its size.

Modifier(s): Spellcasting: increase spellcasting by 1 level(s);

Rule of Might

It is a persons own responsibility to take care of themselves.

Though sometimes uncaring, this doctrine has served the population of Millthorpe. They rely on themselves, not expecting to be given anything without working for it.

Modifier(s): Law: +2; Society: -2;

Government

Council

A group of councilors, composed of influential guild masters hold sway in the city.

Millthorpe is run by a city council, with representatives from interest groups and guilds, and elected councilmen.

Modifier(s): Law: -2; Lore: -2; Society: +4;

References