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Groznid Bay

Artwork by Alpha Coders
A view of Groznid Bay's cliffline.
Settlement Type Coastal City
Sovereignty Confederacy of Kurnhuelde

Seat Verdant Palace
Seat Type Chieftain
Ruler Bardarok Ka'Groznid

Founded Age of Myth
Named for Groznid Clan

Religions Kurnish Folklore

Languages Kurnish

Demographics 84% Orcish, 10% Elvish,
5% Human, 1% Dwarvish

Groznid Bay, or simply Groznid, is a city and the de facto (but not de jure) capital of the Confederacy of Kurnhuelde. It is located roughly in the center of Kurnhuelde's eastern coast. A bustling port city, Groznid Bay typically sees heavy marine traffic and is home to a wealth of industries.

History

Early Beginnings

Artwork by Kurobot.
A pair of sloops docking in the port district.

Initially little more than a coastal village, the history of Groznid Bay is strongly linked to that of its original founders, the Groznid Clan. During the Age of Myth, the clan had formed from a few tribes of orcs that resided up and down the coast. Pooling together for security and a promise of thriving through cooperation, these orcs formed the basis that was the original clan. They settled on top of a cliff that overlooked the sea, with close access to grasslands nearby for agriculture as well as ocean fishing. The village persisted through raids, weather-related catastrophes, and poor crop seasons well past the Age of Myth. By the end, it was a fully-fledged town, boasting a large population of farmers, fishers, craftsmen, and an elite militia.

The First Era was a time of booming potential for the settlement. Groznid participated in the Last Great Hunt, sending some of its most renowned and fiercest warriors and hunters along. By the end of the First Era, Groznid had grown to become one of the largest cities in the Kurnish Peninsula.

The Crossing of the Elves

Groznid Bay was one of the major areas for the elvish immigration to Voreld that marked the end of the First Era. The eruption of Kresh Garuul, thought to have been caused by the Old Orc reacting to the arrival of the elves, caused many Kurnish cast blame to these foreigners. All over the peninsula, Kurnish communities turned their back to the immigrants or even lashed out at their untimely presence. Meanwhile, Groznid Bay become a sanctuary for the Quellamese, though the city was not without its share of aggressors however. The elves quickly found that life in Groznid would be a struggle. The elves took refuge in poorer areas of the city, finding menial labor that the language barrier didn't prevent them from doing. Because of this, dense pockets of elvish residents grew, eventually becoming historic districts.

This period of immigration marked a long-felt but now-tangible departure in ideologies from many of the more inland and traditional territories. While the ruling Clan did nothing to directly aid the struggling immigrants, they did take actions to quell any violence or discrimination that they found toward the group. Because of their acceptance of the elves, this drew tension from other clans that actively persecuted the newcomers. These clans enforced their borders much more fiercely than before, ensuring that no elves harbored in the territories like Groznid would find respite outside of them.

Serran Invasion

With Kurnhuelde's infrastructure weakened by the lasting impact of Kresh Garuul's eruption, the Serranborn began a largescale invasion. While initially shielded from the ground assaults, by 2E Y5 the Rakh had ordered a naval assault as well, pulling some of his armies from Imardanian and Tulrissian waters. Being the peak of the world's military at the time, the Serran naval assault was very effective. Commanded by Magros Ja'Groznid, the chieftain at the time, the city's militia was inevitably routed when the marine attackers pushed past the docks and into the city's depths. Routed, Magros and his surviving family pulled back alongside the remaining soldiers. Ousted and unwilling to let his people and city be occupied by a foreign power now holding the ruling seat, Magros bid his time for a few weeks as he regrouped in a nearby logging burg.

Gaining the support of many citizens and with whatever arms and armor they could muster, Magros made plans for his militia to hit strategic supply points for the occupying force of Serranborn. Caravans and patrolling detachments were naturally the first targets. With hit-and-run tactics, Magros' people applied heavy pressure to the enemy armies that sought to advance further inland. When the natives' efforts proved to the Serran leaders that they would get no further, the occupiers fell back to holding what they had gained -- the city. Magros and his militia, despite suffering heavy losses from their vicarious ambushes, were able to set fire to most of the docks and do anything necessary to further hamper incoming supply ships. Inside the city itself, oppressed citizens inspired by Magros' efforts took action themselves. Riots became almost a given for each passing day. Serran soldiers were lured into shops and murdered with heavy stones or tools. Vandalism and graffiti marked walls in all directions, condemning the foreign presence. Within a month, the Serranborn command was faltering and many of the soldiers had deserted out of fear or objection.

Making one last push into the city now that Magros was winning a war of attrition, the militia sprawled into the streets. Bloodshed was everywhere, and both sides took heavy losses. Bodies lay in gutters, threatening sickness and disease. In just under a full day, the Groznidian militia had captured the remaining Serran commanders and they were beheaded in public to the raucous cheers of thousands. However, the day was not without its grief. Magros had not lived to see the victory. Cut down in a heated melee, the chieftain's body was found, laying among orc and human alike. A traditional funeral was called, and the people celebrated his life, for they knew that it was his leadership that saw them to their survival.

Groznid, being so far north along the coastline, saw little Serran presence after the city's liberation. Later, the Kingdom of Serra would pull their forces entirely from Kurnhuelde.

Rapid Expansion

Heavily damaged and with only three-quarters of its initial population surviving, Groznid Bay struggled for the next decade. Their infrastructure was in shambles after the docks were torched, and with the volcanic fallout, food was scarce. With powerful leadership stepping in despite Magros' absence, however, the city was able to bounce back from its weakened state and become a powerhouse of Eastern Kurnhuelde within the century. Limited in the amount of growth along the clifflines of Groznid's coast, the city began to expand up the river and inland.

Farming, logging, and pastures were pushed further and further upstream, while the city's depths grew along the Kjuldis River. Prosperous from the relative fertility of the land as well as the thick presence of ever-growing forests for lumber, Groznid was under constant construction to house the many from booming population.

Warring Clans

As Groznid's denizens expanded further inland along the river, the city's reach expanded well into the forests surrounding it. Towards the end of the Second Era, however, the effective borders of Clan Groznid and Clan Kjuldis began to become tight. Reports emerged of skirmishes in the border villages, where war parties from Clan Kjuldis were terrorizing Groznidian settlers. Eager to see justice for her people and seeking the land that she deemed hers for the taking, Chieftain Kressala Ka'Groznid vowed to deal with the threats. Declaring a defensive war on Clan Kjuldis and all territory that Chieftain Pobok Ja'Kjuldis oversaw, Kressala sent several detachments of Groznidian warriors to enforce her territory line. The coastal orcs were greater in number, having surged in population during the Era -- though they were at a disadvantage. The scouts and warriors from Kjuldis Village fought with guerilla tactics and a defensive advantage, being born and raised within the forests.

Over the course of several months, the Groznidians made marginal gains and established stalwart forts in key points along the borders. There was little progress on pushing in toward Kjuldis Village, however, and the war slipped into a stalemate. The next four years held little more than skirmishes between enemy sorties, with no villages razed or land exchanging hands.

Treaty and Aftermath

Worn down by the constant threat of the Groznid war parties at his door, Pobok parleyed with Kressala to broker a peace treaty. In exchange for a promise of peace, Clan Kjuldis would give a swathe of land to Clan Groznid, but under the condition that logging not proceed there -- it would serve as a buffer zone between their peoples. Seeing this as the best chance at securing Groznid's conquest, Chieftain Kressala agreed to the treaty. The borders stayed manned for several seasons after the treaty, but the two peoples saw no further tensions between each other.

With conquest out of the way between Groznid and Kjuldis, the two territories had the opportunity to grow together. Becoming better allies than enemies, trade up and down River Kjuldis increased dramatically. In addition to Kurnish trade booming, vessels from the rest of the continent often landed in Groznid to exchange wares. The logging industry began to form, as endless lumber from the thick forests of Kjuldis streamed downriver to Groznid, where it was processed and sold. The influx of wealth from the treaty's aftermath


Loss of Clan Faith and the Rise of Kezoda

Modern Era

Geography

Settled along the rocky coast of Eastern Kurnhuelde, Groznid Bay has expanded to cover an extensive amount of area. Whereas the original citizens built atop the cliffs looking down on the coast, the sprawl has descended to lower elevation land as well as some of the plains inland to accommodate widespread farming. Hilly for the most part, the city's streets are a wild mix of valleys and inclines.

Running through Groznid Bay and arguably its most important feature is the River Kjuldis, the second longest in Kurnhuelde (beat only by The Ghryst). The river flows from the southwest, flowing out into a beautiful cascade of waterfalls directly into the ocean. Despite the great growth of the city, the waterfall is mostly unmarred by construction, something the Groznid Clan has fought for centuries over.

Climate

Groznid Bay is founded coastally in a temperate forest and typically sees a diverse range of seasons. The citizens enjoy mildly warm summers but endure bitter winters with occasional snow. With high precipitation mostly from the eastern ocean, Groznid Bay historically has had very fertile growing seasons.

Rarely a heavy fog or haze falls over the area, a phenomenon known to the Kurnish as a kodrahl. The near-zero visibility and humidity caused by the kodrahls have caused many passing vessels to steer into the rocky coast or collide. Because of this, the docks of Groznid Bay boast numerous historical shipwrecks, provoking the city's leaders into building a number of lighthouses along the coast.

Culture

Local Government

Political power in Groznid Bay is not held unanimously by one single entity or group, but shared across a range of them. Together these parties form the local government, whether officially or unofficially.

Groznid Clan

Historically, the chieftain of the Groznid Clan held claim to the entirety of the territory's power. However, with Groznid Bay being a bustling port city instead of a village, this tradition has become outdated. Still, the Clan holds tangible power in modern day. Passed down regardless of gender through a single lineage, there has been a traceable, unbroken line of Chieftains since the Third Era. Varying in size through the centuries, the Clan is considered to be any blood-relative of the current cheiftain provided they have not been excommunicated. The Groznid Clan today holds just under half of the political power within the city.

Kezoda

The Kezoda are politicians elected by the citizens within each of the dozen districts within Groznid Bay. Their role is to carry out the management of taxes, tariffs, public law, and to react to the political atmosphere of the city. They control what is known as the Kezodian Corps, a large and well-funded organization of soldiers to protect the city and possibly the whole confederacy.

At their earliest inception there were only a few Kezoda and their power was much more limited. However, with the redrawing of district lines, the twelve Kezoda in modern times have significant power. With their assets combined, they make up more than half of the political power in Groznid Bay, outclassing the Chieftain. Despite this, it is common that they disagree, splitting their numbers and causing the Chieftain to win votes by way of plurality.

Bosses

An informal, vague term that refers to the head honchos of businesses, industries, criminal organizations, or a combination of those. The bosses of Groznid Bay are rich and powerful, and they will stop at nothing to achieve their goals of avarice or advancement. The bosses hold no technical political power, but it is very common for them to pay off or otherwise force some of the Kezoda into their control. This gives them the occasional minor sway, though indirectly. Historically, it isn't uncommon for a boss of some type to become a Kezoda themself.

Mercenary Groups

Rampant through the city are many mercenary groups, neutral in nature. They are usually hired by bosses to protect or enforce their interests. Sometimes when business or politics are not ripe, the leaders of these groups seek out ample opportunities, taking a side for self-gain. The mercenaries might blackmail a Kezoda or a boss in the city to make good money from another party.

Economy

Agriculture

The vast size of Groznid's population requires a well-organized approach as well as expansive farmland. Fertile and temperate, the land around the city is mostly arable -- only compromised by steep hills and rocky terrain. Patches of land that were once forested have been clear-cut over the Eras and now serve as fields. Oats are the most plentiful staple grain, but rye and barley are common as well. Potatoes and other tubers can be found in many farmers' rotations.

Exports and Industry

Aided by being downriver from logging camps, Groznid Bay is a massive exporter of Kjuldis-grown timber. Fleets of trade vessels transport the wood across the continent, where it is known for being durable and reasonably priced. In addition, some of the rarer alloys and metals developed by the Kurnish -- especially in cities like Berrid Heights -- leave port in Groznid.

Imported Goods

Not many vessels from the Ghian or Imardanian coasts take the risks of sailing through the Sorlik Sea, so most of Groznid's imports come from the south. Crescent Bluff sends many textiles and luxury goods. Fort Sakura and the rest of the Andorian Peninsula are known to sell high quality arms and armor.

With one of the largest populations for a city in the realm, Groznid has a prodigious need for food. The hilly and forested terrain around the city has decent yields for the Kurnish, but many items are imported from other cities. A variety of grains and other less-perishable food sources come from Varlek, where there is much arable land.

Transportation and Tourism

With the River Kjuldis running through the city, there are several bridges both wooden and stone in construction that allow passage. Oftentimes, the denizens may take a ferry across that secures passage with ease and speed. The hilly roads in the city allow travel between the different boroughs, but are often crowded with people or goods being moved by carriage. The docks -- rebuilt multiple times over the city's history -- are very expansive, and sport a wide variety of vessels. While it may take several hours to be cleared for release because of the heavy marine traffic, travel by boat to and from Groznid is very typical.

Because of its population growth and newfound wealth in the later Eras, Groznid Bay has seen a share of explorers and tourists from the rest of the world. Seen as exotic by many human settlements, especially in Western Voreld, Groznid Bay is often visited by a wide variety of people. It is often the first stop of those interested in traveling the Kresh'Aran.

Places of Interest

Verdant Palace

Controlled and maintained by the Groznid Clan, the Verdant Palace is the political seat of the city. Built in the Fifth Era and funded by the large material wealth the clan had attained, its purpose was to create a powerful, physical representation of the Clan's agency. Despite the Groznid Clan losing the majority of sovereignty over the city in the Sixth Era, the Verdant Palace is still in use by the clan.

The Verdant Palace was constructed with beauty in mind, since it would be a symbol for the owners' power. Its design features stone and wood from local sources, but its true aesthetic prowess stems from the Kurnish alloys present. Copper, tin, and other metals adorn the entryways, the floors, and the ceilings in designs from the city's best smiths and craftsmen.

Port District

Boasting a colossal stature of Magros Ja'Groznid who helped defend Groznid from the Serran Invasion of the First Era, the port district is home to an extensive roster of different vessels. Trade ships, fishing boats, even warships drop anchor at the long line of sturdily built docks that wrap along Groznid's coast. Guarded and managed by an organization under the Kezodas, the docks are a safe haven from crime and violence, problems that occasionally plague other districts in the city.

Cymril's Bastion

Cymril's Bastion is a historic elven district near the city center. Initially an impoverished and avoided area occupied mostly by elves after their immigration, the district grew and so did the denizens within it. Held together by close-knit community and a shared experience, those living in this area of the city survived through harrowing times. Around the middle of the Second Era, an elderly elf woman known as Cymril was respected greatly by the community for being unduly generous and caring. While she had several children of her own and over a dozen grandchildren that she all lived with, it was clear to many that she would treat anyone as if they were her own kin. She would provide them with whatever clothing, food, or medical aid she could. Where her own resources fell short, she had connections to many others to plead for their support. Her kindnesses of aiding others, especially those destitute and unable to support themselves, inspired the elves and other races living in the district.

When Cymril passed away, the community began calling the area Cymril's Bastion in her memory. Almost a generation later, when her great-grandchildren were adults, a handful of members from the community had thrived in Groznid and were recognized merchants or craftsmen. Pooling funds together, they were able to submit a request to the Groznid Clan to have the district officially named in Cymril's stead. The chieftain and his advisors at the time saw the effects of Cymril and agreed to the petition.

Now, Cymril's Bastion has become somewhat of a pilgrimage for elves traveling through the area. It is said to be a symbol for community ties, hope, and selflessness.

People of Interest