Post by venger on Jan 18, 2016 1:08:48 GMT -5
un-annotated Lakeshore map
Lakeshore
Population 6722 (6,062 humans; 323 halflings; 221 dwarves; 116 elves)
The end of the traders’ road.
Perched along the banks of Lake Forlorn, this isolated frontier town is the last stop on the caravan routes. The miles-wide lake is all that separates Lakeshore from the shadowy bulk known only as “The Ruins,” a place of nameless terrors and ancient legend.
The ancient site was a popular site for treasure hunting and excavations, and a settlement, called Lakeshore, sprang up to service the seasonal influx of trappers, traders, diggers, and antiquity dealers in 268. Rich in resources such as timber and firestone (coal), Lakeshore became a hub for scattered mining and logging camps. Then, as the antiquities trade grew profitable in the increasingly stable kingdoms to the East, more traders, tourists, and treasure hunters began to frequent the area. As traffic to the area increased, a profitable service industry developed to see to all these new residents and visitors.
Slowly, the land between the lake and tower filled with inns, shops, forges, and markets. Permanent wharves were set up along the lake, the marshy shores were reinforced with stone. A wooden stockade was added to the town after a series of bandit raids, and this was replaced by a permanent stone wall and stout guard towers after the Ogre Raids of 322. Lakeshore, the township, was constitutionalized in 335, and the first Mayor elected the following year.
While most trade goods come at some distance from the civilized lands of the East, a fairly steady stream of farm produce and other rural goods arrive at Lakeshore from the south, except during the mud season when rural travel becomes tremendously difficult for carts and wagons.
Lakeshore is ruled by a council of powerful individuals which include: the Mayor-Elect, the scions of the wealthiest families, representatives from the Merchant’s Guild, and high priests from the Temples.
Mayor Kelvin Widhopper- widely considered an idiot by his peers on the Council
House Thenorean- old money family, led by the extremely wealthy and influential Stanislaus Thenorean - subject of countless rumors. Some say his teeth are made of pure ivory, others say his hair is a toupee spun of pure silver, still others say that his heart was replaced with one made of gold and that his eyes are actually diamonds. Only one of these is actually true.
Representing House Hallander
House Collwing- split into two factions – brothers locked in a feud with each other over profit and the future of their house
“Red” Collwings led by Horthaniel Collwing, primarily a business man investing the family fortune in schemes and opportunities with the mercantile class
Representing interest of the lesser House Roatclore
“Blue” Collwings led by Bartholomew Collwing, thinks his brothers dealings with ledgers and accountbooks beneath their families dignity
Representing House Delando
House Borgandy- new money family, gaining support with the lesser houses - investors and bankers headquartered in Lakeshore- rather than engaging in trade themselves, they finance caravans, expeditions, and land purchases for others. Led by Patriach Romero Borgandy, and much of the family’s business is also managed by his daughter, Isobel Borgandy Razza (the Razza family is closely allied with the Borgandys).
Representing Houses Razza & Elengale
The Lakeshore Merchants' Council has historically been the main governance body for traders within the city. And it has jealously guarded the hereditary rights of the city's merchant class, requiring that all goods changing hands in the city which are not purchased directly from the manufacturer be purchased from merchants affiliated with the Council, who then pay a small transaction fee to said Council. The Board of Governors of the Merchants' Council is self-appointing, largely following hereditary lines for replacing members who die or resign but has occasionally been known to appoint upstart merchants, often in exchange for private agreements between the wealthy upstart and the existing merchant elite.
Lily Guilder, Silker’s and Weaver’s Guild
Brantthannery Crumb, Artisan's Perishable Group
The one time owner of The Wheat Year bakery and brewery now sits as the council head for the Artisan's Perishable Group, a guild that holds the regional market on breads, cheeses, beers, and wines captive to their whims. He is a jealous, greedy, and dangerous man bent on controlling every aspect of the market and using his "peers" until they are no longer useful. There's not much that would halt or even slow his steady march to utter domination of the economic landscape besides the formidable Meats and Hides conglomerate.
Cyril Williamson, Meat & Hides Conglomerate
A misanthrope by anyone's account. Cyril doesn't suffer fools, and everyone appears a fool to him. Cyril is however, a master when it comes to detail. Favours the more hawkish faction of the league that believes the Merchants have been too passive and should begin to throw their weight around more outside of their traditional spheres of influence. Works tirelessly to promote his enterprises and thwart the successes of his arch-rival, Branthannery Crumb.
Taggoth Stane, Lakeshore Mining Sodality
Ex-cleric, fanatic devotee, a man in his early 70's . He is one who doesn't mince words, or talk louder than a loud church whisper. In times past, the Mining Guilds were, shall we say, lax in their recommended mandatory contribution to the Halls of Hungry Covenant. Part religious brotherhood, part guild organization, the LMS was gently introduced as an easy pathway to funnel the sacred means.
Byron Zeptes, spokesman for The Red Lion Mercantile League
The Red Lion Mercantile League until recently, was not chartered by the city. It was formed by the city's wealthiest craftsmen (sponsored in part by the powerful Lionshields Coster) unhappy with the commercial practices of the Council and the widespread practice of price fixing for important imported goods. The League simply found that by setting up a grey market merchants' association operating out of the larger mills and shops in the city, it paid less in fines for violating city ordinances than the Council levied in excise taxes. The League's growth has also been spurred by its willingness to admit non-citizens to membership, thereby snapping up some of the best-connected traders whose recent arrival makes them ineligible for direct citizenship.
Bruno Fortinbras, High Priest (Tempest Domain)
Eliana Arjente, High Priestess (Light Domain)
The City Guard
The City Guard is the force that mans the city walls and is responsible for traffic in and out of the city gates. City Guard numbers 100 troops, they man all city gates and watchtowers and regularly patrol the city wall. The City guard is split into two 50-soldier groups, the day guard and the night guard, they work 12-hour shifts and get random one-day vacations for every 6 days spent on the wall. They are paid the standard 1 silver a day rate and get a extra 5 copper per week when working the night guard rotation
The City Watch
The city watch is the group that is in charge of patrolling the city proper and keeping peace. The nicer the section of town the more likely a watch patrol is around. The city watch is not responsible for solving crimes; they are only responsible for keeping the peace and stopping crimes they witness. There is a friendly rivalry between the city watch and the city guard, as both try to out shine the other. The current city watch numbers 50 troops broken up into 10 groups of 5 working 12 hour shifts, 4 groups of 5 troops for day patrol and 4 groups of 5 troops for night patrol with the troop rotation giving one day off for every 4 days worked. They make the standard 1 silver a day and volunteers who work the night shift are given a 2 copper a week bonus.
Private Soldiers
These are the everyday guards and watchmen that supplement the City Watch in Lakeshore. They guard everything from warehouses to private estates. They are bouncers in taverns to members of personal guards for the upper class. Many of these guards have long-term steady employment and are paid directly by their employers; they only use the guild* to keep their registration current.
*The Guild of Guards is more of an employment agency for hired muscle than it is an actual guild. The guilds power base in Lakeshore is built on an old regulation that states that guards and soldiers in Lakeshore must be registered to work within the city. The guild provides for the registering of soldiers and guards and does the bookwork of keeping track of their service. In order for the guild to register a guard as eligible to work in the city they have to join the guild.
Underworld
Southside Boyz Club –led by Crofik Drake – establishment “thieves guild” criminal kingpin with fingers in every scheme, plot and illegal activity in the city; practically an extension of the city government, the reason the guild is allowed to exist is because it helps control and regulate crime. Recent skirmishes with a rival gang known as the “League of the Open Hand,” a group of populist, anti-establishment thieves operating out of the northside, have raised concerns.