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[[File:Alryne.png|thumbnail|
Alryne is located on the northern edge of the
Established many years before the founding of '''[[Bormar]]''', Alryne began as just another hamlet along the Covernmar Basin. The town's focus was on Mar Goats, particularly on the production of textiles from wool and reeds. The growing population became known for their skill in textiles, particularly in weaving.
In its earliest years, the city was led by a small council-like group of Dwarves. Corruption, impotence, and political stagnation led to one Dwarf seizing power and ruling on his own. This position would eventually join Bormar's [[Government of Bormar|'''noble system''']] with wealth determining nobility, which has continued from that day onward.
▲== Location ==
▲Alryne is located on the outskirts of '''[[Bormar]]''' in the Covernmar Basin, a distance from the peaks of the '''[[Mar Mountains]]'''. The basin provides Alryne with a large amount of fresh water and fish from its lake, which is also surrounded by many other towns. The entire basin has rich and fertile grasslands allowing strong agricultural sectors.
=== The Cult of the Broken Heart ===
A strange group of Dwarves known as has developed in the town over the last few years, normally appearing in the outer districts of the town. The group regularly plants posters on arches and doorways throughout the town featuring a design of a heart that has been cut in half. This has led to locals calling the group "The Cult of the Broken Heart." While the goals and beliefs of the group are largely unknown, it is clear that they are followers of the Loving God who believe, at least in part, that the city's population is failing in their compassionate duties owed to one another as Dwarves. This seems particularly focussed on the uneven distribution of wealth in the city, despite the fact that most of Alryne's dwarves are relatively well-off.
Nevertheless, the cult has continued spreading its message for several years and has been accepted as just a harmless group of peculiar Dwarves. It is non-violent and still largely focused on spreading its message through its posters. Its numbers have grown slowly but steadily in the last few years, leading many in the city to wonder what will happen if the trend continues.
===
At present, Alryne is presided by
▲At present, Alryne is presided by '''[[Lady Ancreta Dorminu]],''' who is locally referred to as "Her Shrewdness". Lady Dorminu has been recorded to be disingenuous when speaking about the town, usually exaggerating quality-of-life reports. However, her capable leadership has kept Alryne stable economically, leading to little complaints over this.
Alrynians have always been known for their unique "sing-song" accent which differs vastly from other towns within the region. No one is quite sure how or when this began, only that it has existed as long as Alryne has been a city.
Alryne is noted for its above-average religious population. While most Dwarves of Bormar have a passive way of worship, Alrynians are much more open with their manners of praise. While the Weaving God is by far the most prominent, a great variety of Gods find open support in the city.
* '''Lady Ancreta Dorminu''' - The current ruler of Alryne.▼
== Economy ==
Alryne is rather wealthy, with the majority of the labour pool working in the production, sale, and support of textiles and other weaved goods such as baskets. Alryne also has a rich arts sector, which uses both standard media and textile fabrics for the artwork it exports, and many aspiring artists will study under Alrynian artists. Alryne's apothecarial sector has created a uniquely long-lasting and vibrant selection of oil paints. Being only available in Alryne, they are a rare and sought-after commodity that is always sold at a discount to Alryinian artists.
Tourism is very strong in Alryne, with the unique style of weaving and textile production being of great interest to Dwarves from other parts of Bormar. Weaving workshops, art galleries, and tours of workshops of the most famous Alrynian artists are common and are used to supplement the income of those who offer the services
== The Molir ==
Alryne continues the tradition of having a
==
While Alryne's architecture is similar to the rest of Bormar, its many buildings are known for being strewn with vibrant fabrics and textiles.
▲Alryne continues the tradition of having a '''[[Molir]]''' as both a policing and military force. Unlike most other towns of its stature, the Alrynian Molir is underfunded, understaffed, and improperly standardised. Many famous criminals within Alryne have claimed to be Molir, though the requirement for Molir within Alryne is not to the same level of other towns, as Alryne is known for low criminal activity.
* '''West Quarter''' - The vast majority of merchants arrive and leave through the western side of the town, meaning the Western Quarter has built up a large
▲== Religion ==
== Notable Residents ==▼
* '''[[Satozi Glirom]]''' - Apothecary and playwright.▼
▲* '''West Quarter''' - The vast majority of merchants arrive and leave through the western side of the town, meaning the Western Quarter has built up a large amount of taverns and other spots for weary travellers.
* '''Hotfair''' - Named after a yearly fair that happened in this portion of Alryne, notable for serving steaming hot food; a welcome relief in the colder parts of town.
* '''Winter Gate''' - Known to be particularly cold due to the winter winds that blow from the Mar Mountains.
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* '''Harbour District''' - The southern portion of Alryne, mostly given over to the fishing industry.
* '''Castle District''' - The eastern portion of the town, generally where wealthier inhabitants live.
* '''The White Palace''' - A large barracks,
▲* '''[[Satozi Glirom]]''' - Apothecary and playwright.
[[Category:Places of Interest]]
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