Zarik-Val: Difference between revisions
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{{ | {{Settlements in the Sanctuary Vale Infobox | ||
{{ | |Name=Zarik-Val | ||
|Image=[[File:Terasil - Zarik-Val 01.jpg|center|frameless]] | |||
|Type=Mountain Trade City | |||
|Location=[[Citadel Mountains]] (75 miles northeast of Kar-Thal) | |||
|Realm=[[Terasil]] | |||
|Inhabitants=Minthari, [[Duranthi]] | |||
|Significance=Major highland trade center; hub of wealth and stonecraft | |||
|Controlled by=Council of Stone | |||
}} | |||
{{Settlements in the Sanctuary Vale Sections | |||
|Introduction=Zarik-Val is a prosperous city built high in the Citadel Mountains, northeast of [[Kar-Thal]]. Unlike the austere strongholds to the south, Zarik-Val is known for its open markets, contract halls, and economic competition. It attracts traders, artisans, and builders from across the eastern ranges and serves as a primary surface city for the typically subterranean [[Minthari]] in the Sanctuary Vale. | |||
|Geography=The city spreads across tiered stone plateaus carved into the mountain's spine. Ramps, tunnels, and cable bridges link the levels. Snow is frequent but melts quickly on the black stone streets. From the upper tiers, one can glimpse the peaks where traders cross narrow passes from the east. | |||
|History=Zarik-Val began as a waypoint for caravans between Minthari lands in the east and the [[Sanctuary Vale]]. Its defensible location and mineral wealth drew investors and builders, especially from Kar-Thal. Over time, it evolved into a city managed by contract guilds and trade leagues. | |||
|Districts=The city is organized by altitude and trade function. Key districts include: | |||
* Upper Tier – Residential zone for contract holders and wealth-bearing families. | |||
* Workshop Row – Industrial yards where stone and metal goods are refined and traded. | |||
* Minthari Commons – A shaded district near tunnel access where most Minthari reside. | |||
* Justice District – Administrative center for legal affairs, contracts, and civic records. | |||
|Notable Locations=* The Council Seat – City hall where rulings are confirmed by vote and mark. | |||
* Slate Pillars – Monumental engravings of lasting contracts and city laws. | |||
* Trader's Court – Enclosed plaza for private deals and negotiations. | |||
|Culture and Society=Zarik-Val emphasizes formality, efficiency, and structured interaction. Status is measured by ownership, craftsmanship, and the ability to broker advantageous agreements. | |||
|Economy=Zarik-Val’s wealth derives from stonecraft, trade logistics, and controlled market exchange. Goods flow through the city between the [[Murazkar Range]], the Anvil tunnels, and the plains. Key industries include gem-cutting, metal refinement, and vault construction. All commerce is logged and regulated—no item is traded without verified origin and measurement. | |||
|Defense and Military=Security is maintained by Stonewardens under the oversight of the [[Council of Stone]]. The city's mountain approach is easily defended, and floodstone systems are installed at each main gate for rapid closure. Vaults and trade roads are under constant watch. | |||
|Dangers and Threats=Natural hazards include snowstorms and stonefalls. Occasional smuggling attempts or contract disputes—sometimes escalating into debt-duels—are handled by city enforcers. The city's growing wealth has also drawn interest from more covert factions in the highlands. | |||
}} | |||
[[Category:Council of Stone Holdings]] |
Revision as of 18:49, 6 April 2025
Zarik-Val | |
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Type | Mountain Trade City |
Location | Citadel Mountains (75 miles northeast of Kar-Thal) |
Realm | Terasil |
Inhabitants | Minthari • Duranthi |
Significance | Major highland trade center; hub of wealth and stonecraft |
Controlled by | Council of Stone |
Zarik-Val is a prosperous city built high in the Citadel Mountains, northeast of Kar-Thal. Unlike the austere strongholds to the south, Zarik-Val is known for its open markets, contract halls, and economic competition. It attracts traders, artisans, and builders from across the eastern ranges and serves as a primary surface city for the typically subterranean Minthari in the Sanctuary Vale.
Geography
The city spreads across tiered stone plateaus carved into the mountain's spine. Ramps, tunnels, and cable bridges link the levels. Snow is frequent but melts quickly on the black stone streets. From the upper tiers, one can glimpse the peaks where traders cross narrow passes from the east.
History
Zarik-Val began as a waypoint for caravans between Minthari lands in the east and the Sanctuary Vale. Its defensible location and mineral wealth drew investors and builders, especially from Kar-Thal. Over time, it evolved into a city managed by contract guilds and trade leagues.
Districts
The city is organized by altitude and trade function. Key districts include:
- Upper Tier – Residential zone for contract holders and wealth-bearing families.
- Workshop Row – Industrial yards where stone and metal goods are refined and traded.
- Minthari Commons – A shaded district near tunnel access where most Minthari reside.
- Justice District – Administrative center for legal affairs, contracts, and civic records.
Notable Locations
- The Council Seat – City hall where rulings are confirmed by vote and mark.
- Slate Pillars – Monumental engravings of lasting contracts and city laws.
- Trader's Court – Enclosed plaza for private deals and negotiations.
Culture and Society
Zarik-Val emphasizes formality, efficiency, and structured interaction. Status is measured by ownership, craftsmanship, and the ability to broker advantageous agreements.
Economy
Zarik-Val’s wealth derives from stonecraft, trade logistics, and controlled market exchange. Goods flow through the city between the Murazkar Range, the Anvil tunnels, and the plains. Key industries include gem-cutting, metal refinement, and vault construction. All commerce is logged and regulated—no item is traded without verified origin and measurement.
Defense and Military
Security is maintained by Stonewardens under the oversight of the Council of Stone. The city's mountain approach is easily defended, and floodstone systems are installed at each main gate for rapid closure. Vaults and trade roads are under constant watch.
Dangers and Threats
Natural hazards include snowstorms and stonefalls. Occasional smuggling attempts or contract disputes—sometimes escalating into debt-duels—are handled by city enforcers. The city's growing wealth has also drawn interest from more covert factions in the highlands.