Aberddu

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Aberddu
Official languages Common
Capital Aberddu
Currency Guilder, Florin, Groat

The City State of Aberddu

Geography and History

Aberddu is situated on the west coast of a large continent between the political giants of Frisia and Albion. The city state is composed of the large walled city of Aberddu with its melting pot of population and religion, and the surrounding woodlands populated in all directions by communities of peasants. To the north of the city between Aberddu and Frisia are the legendary Pass Fort and the void corrupted area know as the Ba’an Hills. Originally part of the Kingdom of Baclaria, one of the former middle Kingdoms, Aberddu grew from a fishing village into a major trading port over a period of several hundred years following the cataclysm. In it’s turbulent history, it has been part of Albion for generations, and also for substantially less time part of Frisia. In fact its expansion is largely due to its use as an Albion garrison town, and military port. It is only in recent years that Aberddu has achieved its independence as a city state, sliding from the grip of Albion during a period of civil and global unrest in 1095-1096AC. The timing ensured that there was little conflict involved. The Aberddu Adventurers Guild took on an important diplomatic role in this, persuading a number of Albion nobles and Queen Freya herself to hand over the state in return for a number of discrete quests and missions. It quickly established itself as a significant trading power, it’s new currency, the Guilder, quickly becoming a common currency of trade.

Politics

A strong, vibrant city that has rebuilt itself continually over the centuries, Aberddu has a spirit that cannot be broken. What is destroyed and turned to rubble is simple sifted and reused, becoming new and improved houses, shops, temples and warehouses. Previously the City was ruled by a city council, a body of ’laissez - faire’ rulers who sat in their headquarters at the once illustrious Summer Palace, and left the day to day organisation of the City to the Guilds, Temples and other concerned notable citizens, who form the High Council. In 1108ac, Solomon Tyrell lead a people’s revolution, overthrew the City Council and was appointed City Governor. Just before his untimely death in the first half of 1109ac he set up a new ruling system for Aberddu. The city is now run by the Council of Guilds and the Council of Faiths whose activities are monitored and tempered by the High Council of Aberddu, a body composed of 7 notable, concerned citizens. The Guilds are bodies of professional interest and the extensive list includes:


• Adventurers Guild

• Bards Guild

• Mages Guild

• Merchants Guild

• Weavers and Dyers Guild

• Blacksmiths, Carpenters and Stonemasons Guild

• Farmers, Fishmongers, Butchers and Tanners Guild

• Seamstresses and Tailors Guild

• Scribes and Cartographers Guild

• Guild of Seamstresses and Tailors - the professional name of the organisation for young ladies (and gentleman) of negotiable affection.


The city itself is divided into many different quarters that perform different functions. The trade district and Merchants Quarter are the economic area of Aberddu, bustling with trade of every description. The busy harbour sees ships from around the world come in and out bringing all manner of cargo. The market sells every possible delicacy and trinket, as well as all the necessities of an easy life. Business is normally good. The Guild District houses the majority of the professional guilds where clients can seeks out their skills. They are often uneasy neighbours, especially those guilds who were once next door to the now defunct Alchemists’ Guild. The city has a Temple dedicated to every major God, the majority of which are in the Temple District. This small space on the North side of the river Ddu is the spiritual home of Aberddu. The conflicting interests of the many inhabitants ensure that it is normally a lively and interesting place to be. Those seeking peace and quiet would be better to pray at a shrine in the woods. The Docks, also on the Northside, are an area of transport, manufacture and warehouses and also home to many of the City’s less reputatble bars and entertainment establishments. The political home of Aberddu is on the Summer Island. In the middle of the Ddu Delta is an island, on which stands the great Summer Palace stands. Once the summer seat of the Albion Monarchy, the Palace and its surroundings are now home to the High Council and Embassies from just about every nation in the World such is the importance of this little upstart nation. Surrounding all this, pushed up against the City Walls, and wedged into every available space are the city’s 3 poor quarters: The New Quarter, The Newer Quarter and The North Wall Slums. It is in these hotch potch districts of tumbledown houses, and filthy streets that are the true heart of Aberddu. It maybe foul, but it is at least free from tyranny. It is here, among these streets that the members of the Adventurers Guild have really made their mark. Living conditions of the poor in Aberddu have significantly improved in the last 10 years entirely due to the efforts of Adventurers such as Iona Pringle, Mordred Deathrealis, Solomen Tyrell, Dane and Miranda who have taken on these quarters and used their own funds to make an effort to improve things.


Countries of Urdd
Major Powers
AberdduAlbionFrysiaNew NipponParavelTartaria
Lesser Powers
AlendriaAlraethArabiAragonBa'alBaylisC'tumaDwarven RealmsThe Elven ForestThe Elven HillsThe Elven WoodsHasseltJaffriaThe Middle KingdomsNedlundNortrolThe Squswn IslesThe Northern Isles
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