View Single Post
Old May 17, 2006, 03:16 PM   #1 (permalink)
Lunerith
Champion
 
Lunerith's Avatar
 
Join Date: Apr 2003
Location: Arconis
Posts: 1,743
Lunerith is an upstanding Citizen
[Discussion] City Profile - New Coldmoon

City Name: New Coldmoon

Population: 30.000 citizens comprised of:
  • 58% Elves
  • 25% Humans
  • 8% Omnicat
  • 8% Other

Political Affiliation: The Aelyrian Empire, The Sovereignty of Enamoria.

Major Exports: Enamorian wine, Nuryondi wine, Dolwood wood, crystal glass, cotton, tobacco, spices, white marble and limestone.

Major Imports: Grain, livestock and by-products, whiskey, cider,

Territories under New Coldmoon: From the river of Diana to the east to the road between Medonia-Nature to the west. From the southern Dolwoods in the north to High hold in the south. The New Coldmoon Confederation of Churches owns most of these plans. New Coldmoon is also the owner of a marble and a limestone quarry in the eastern mines.

Political Situation: The majority of New Coldmoon can be divided into two mindsets
- Loyalists, these are loyal to the ideals of Espa and to the Lylles family. They are more free-minded and desire no ban on species entering NC. While they desire an influential NC, they see more of NC's power coming from the church and it's political position than it's past elite military.
- Nationalists, these are people who desire the purity of NC and the restoration of a sovereign and powerful NC as far as is possible. They supported Julos. They also supported the authoritarian Revolutionary Council. They heavily support a restoration of an NC elite military.

Abstract: A thriving trade center, rebuilt on the northern edges of Enamoria. Known both as a grand city of Elves and Humans, as well as the Diana of the South, New Coldmoon is a rich city with lavish buildings and grand churches. Much of its funds have come from private persons or the church. It used to be the main military power of Enamoria.

Geography and Climate of New Coldmoon:

to be worked on

History of New Coldmoon

Located in the far north of Enamoria Province, along the borders of the Dolwood Forest, it is rebuilt from the old. Originally a stronghold of Elven culture, Coldmoon was burnt to the ground in an age-old war. With the coming of the Dark Alliance though, it was reborn. Panic stricken citizens of Enamoria were left with no where to turn as their cities fell, then, with the sudden defeat of the Necromantic leaders, they turned to the north, and were joined by pilgrims from Prime and Diana upon the old ruins.

In the first year of growth upon the old ruins, New Coldmoon saw many benefits that other city’s much older and more powerful did not. The Church of the faith gave it’s full backing to the city, it was exempted from taxation by the church, given scores of land to match the city states of Medonia or Daltina, and it was protected by the finest warrior’s of what was left in a war torn province.

Thane Cyon, elected by the people in the first few days of settlement to lead them quickly saw to the construction of defenses, housing, and agricultural needs. Within the city walls, more trade passes through New Coldmoon then any other land locked city of the empire. Because of the churches exemption of taxation merchants from all Enamoria, Centriplex, indeed even Lauryl, Taralon, and Prime if merchants could manage it, would route their merchandise through the city. Because of this, the city exploded with growth, the city council and merchants league carefully controlled that growth though.

With so much money, New Coldmoon saw fit to grace their patrons in return for their kindness, churches to all the gods, which might rival even those built in Diana were constructed with powerful magic’s and great expense. Because of this expense, many that might have feared the growing control New Coldmoon held over trade and other things went on without a care, seeing little actual growth in the city’s coffers.

Beyond the city’s gates though, trade was not so important, and the land that was given to the city was put to good use, where as swamps once filled the region, careful cultivation was enforced, and land sold slowly and at a premium, New Coldmoon soon became an agricultural power as well. Where as Candecburg to the east though harvested grain crops, New Coldmoon planted, like many of their Enamorian cousins’ Vineyards and luxury crops. The city was still easily self-sufficient though do to it’s low population. Time passed and the sleeping giant grew.

One cold fall morning though, a strange thing happened. The thane vanished. Cyon who had ruled the city through over 12 years of glorious growth and prosperity had been kidnapped by elven extremists. Only to be found dead some weeks later. The city council was quick to appoint one of it’s members leader of the city at this time, in hopes of keeping the city out of the churches hand entirely. Their fear was that, like Diana Trade would soon be bared from the city of the south. Espa Ari La’Donvana III, prominent Plantation owner, and wealthiest member of the council was the obvious choice. With her in place the council feared not the church, for indeed, unbeknownst to them, she was leader of the powerful Bounty Hunters Guild, which itself held a similar grip on Trade and wealth in the south as the city did. This so because it had long occupied the Charisma Pass between Prime and Enamoria.

Espa however, so no need to maintain a rivalry between the two bodies, who controlled the trade of the southern empire, and forged an alliance between her Bounty Hunters, The Church, and a number of other organizations in the region. With her private funding, as well as that of the city, who’s annual income was regularly spent on grand projects, a plan was commenced to bring even greater fame to herself and the church. The Imperial Citadel, which had long been garrison of the province lay abandoned in the current year, Imperial Forces were currently stationed in Fortress Charisma and seeing an opening the church began negotiations to take over management and ownership of the fortress. Their plan was then to build a new fortress, to hold threefold control over the province. A tower, taller then any other ever built on the face of Telath was to see itself built not but a days ride from New Coldmoon to the west. Construction would take a good seven years with the aid of powerful magic’s involved. A year into the project however Espa Ari vanished, and the church took this opportunity to seize control over the city.

That was three years before fracture. And when this journal comes to a close.

Journal two:

A revolutionary council performed a bloodless coup, taking over control of New Coldmoon. They were not countered by the empire, due to their outspoken support to the rogue emperor Julos. As a first in a long time, they began to introduce tariffs on trade and demanded even harsher punishments towards Esh'lahier, Vysstichi, Dracons and Orcs coming too close to the city border. A few remained exempt from this rule, but the council tried hard to nullify any such exceptions. One of their means became the founding of a new organization, the Order of Purity (TOP for short), which was intent on rooting out any sort of dark elements in or around New Coldmoon. Furthermore, it was the plan of the council for the Order to replace what had been the Crimson rose with a new and twisted organization, dedicated to eradicating evils across the land. They recruited talented and ideologically similar recruits, some of whom were more interested in the chance to become the part of an elite, rather than become part of the Order.

The pox affected New Coldmoon's trade. As the council had introduced tariffs, it did not worry it to block trade with anyone potentially suffering from the Pox. However, as charity amassed, they did officially send out a wagon with medical and food assistance to Medonia, led among others by Duncan Sythe. It arrived safely and the goods helped relieve the Medonian citizens. This quarantine was the first in many events that started to draw heavily on New Coldmoon's large funds.

The second event was the building of a coliseum that had largely seen no action. With the opening of Aelyria Prime's coliseum, it remains to be seen if it will see any action in its lifetime. However, it was an expensive endeavor with few returns. Furthermore, in the city planning department. Lady Protector Cassidy returned and spent large sums of money on renovating the Thanal Palace, as well as on lavish parties.

The third event, which finally emptied the city's coffers, was the war against Malice. There, five hundred and twenty casaulties were suffered, as well as at least a thousand, if not more, wounded. The council was devastated by this news and their rule was forever weakened. It did not help them that during Cassidy's time as Lady Protector, they spent their energy trying to block her rule, rather than attempting to work with her.

New Coldmoon as of the XV Era Post Fractum is a shell of its former glory. The church is still very wealthy and indeed has seen its power grow with the council's reduced prominence. They have the capacity to field the entire veteran force of New Coldmoon if needed, although the time frame they can do it in, is debatable. They are certainly the most powerful entity remaining in New Coldmoon.


Secrets :
The council may be overthrown in an IC plot



Government

Noble Houses

Militia and Military

New Coldmoon Keryn Regiment


The New Coldmoon Keryn Regiment, Keryn being elven for 'fighter', is the official army regiment of New Coldmoon. Supported by extra-martial institutions such as the Militia of the Confederation of New Coldmoon Churches and the Ranger Hall of New Coldmoon, the Regiment is a self-sufficient army of two interdependent branches, each with there own missions and skills, but with one primary objective in mind; the completion of the will of the governing body in New Coldmoon.

New Coldmoon Guards


Description: The New Coldmoon Guards act mainly as the police force for the government. Their main duties include chasing down criminals, security of buildings and the gates, and aiding in the occasional public works projects. Hence, they are lightly armed and trained.

Numbers: The Guards consist of 180 men, divided into 1 180-men brigades, each of which consist of 15 12-men platoons, for a total of 15 platoons. There are 360 who used to serve in the guard, but the need for such a powerful guard became diminished, as the city's means was reduced.

Uniforms: The Guards are equipped, by default, with hardened studded leather vests, with slightly less hardened leather sleeves and pants. Above their armor is a cloak of striking blue color. The crest of New Coldmoon adorns the right breast, while the soldier's insignia covers the left breast and shoulders. Weaponry varies, but the typical weaponry used is the short sword and dagger or short bow and dagger. Magic is not accepted among the Guards, for they are usually pushed into the Continentals, where their skills can be better used..

Training: Guard training contains intermediate level training of the soldier's weapon of choice, usually a short sword or short bow, and basic level training in the dagger, unarmed combat, and first aide.


New Coldmoon Wildernessmen (Wilders)

Description: The New Coldmoon Wildernessmen do various covert activities for the Regiment. This includes sabotage, reconnaissance, and guerrilla combat. In times of need, they aide the Guards when the Guards' duties bring them to the Dolwoods, and in times of mass conflict, they used to provide logistical support for the Continentals.

Numbers: The Wildernessmen consist of 360 men, divided into 2 180-men brigades, each of which consist of 15 12-men platoons, for a total of 30 platoons.

Uniforms: Usually, the Wildernessmen wear customized cloaks, capes, and tunics of dark greens and browns, as a form of primitive camoflaugue. On missions, they don't wear any form of insignia or distinguishing marks, but at other times, their cloaks are the same as the Guards' cloaks, save for the change in colors. Under the uniform, they wear hardened leather armor, or no armor at all, as to provide increased flexibility and maneuverability. All carry daggers, and they usually carry their weapon of choice.

Training: Wildernessmen training contains intermediate level training of the soldier's weapon of choice, and basic level training in the dagger, unarmed combat, stealth, wilderness survival, and first aide.

New Coldmoon Continentals (Disbanded and retired)


Description: The New Coldmoon Continentals were the knights and heavy combatants of the New Coldmoon Regiment. They were the most heavily armed, trained, and equipped of the now two branches of the Regiment. Due to a lack in funding, they had to be retired following the war against Malice. The cannons still grace New Coldmoon's walls.

Numbers: The Continentals consisted of 900 men divided into 5 180-men brigades, each of which consist of 15 12-men platoons, for a total of 75 platoons. About 90 have permanent wounds from the war against Malice and they are all veterans from that conflict.

Uniforms: The Continentals wear full chain mail armor, and a breastplate if the soldier's weapon allows. Unless vision is vital, such as it is for archers, everyone wears a half-helm. The platoon leader's helm has a horn on it's top to distinguish him. For soldiers with a one-handed weapon, a spiked shield is also standard, while a buckler is standard for most others. The New Coldmoon crest is found on the helm of the soldiers, or upon the sleeve of non-helmed soldiers. All weapons are allowed in the Continentals, as are Elementalists, Sorcerers, Thaumaturgists, and Mystics.

Training: Continental training is the most rigorous. It contains intermediate level training of the soldier's weapon of choice, or sphere of choice, and horseback riding if he wishes to be a cavalrymen. Also mandatory is basic level training in the dagger, unarmed combat, halberd, and first aide.

Troop Breakdown: While numbers change constantly due to the influx of soldiers, and the soldier's weaponry preferences, the following is the standard rule of thumb.

Brigades 1-3
Platoon 1, 2 - Long bows
Platoon 3 - Short bows
Platoon 4 - Crossbows
Platoon 5-6 - Maces, Clubs, Flails
Platoon 7-10 - Axes
Platoon 11-15 - Swords

Brigade 4 (often deployed in detachments)
Platoon 1-2 - Thaumaturgists
Platoon 3-4 - Mystics
Platoon 5-6 - Sorcerers
Platoon 7-8 - Elementalists
Platoon 9-15 - Cavalrymen

Brigade 5 (often deployed in detachments)
Platoon 1-3 - Firearms
Platoon 4-5 - Cannons
Platoon 6-15 - Siege Weapons

Militia

Beyond the Keryn Regiment, the city has 3700 veterans from the war against Malice. An estimated one thousand of these are too wounded to fight in a war again. There are enough to arm and equip 2100 short-sword men, 2100 short-bow men and give all 4200 leather armour and the insignia of New Coldmoon.

Religion

New Coldmoon contains five lavish churches. There is a Shrine of Aslan, a Basilica of Orod, a Grand Church of Diana, Gardens of Carmelya and a Temple of the Sacred Three.

New Coldmoon Confederation of Churches.

New Coldmoon is meant to be the spiritual nexus of Enamoria.

Society and Culture

Major Landmarks

Economy

Benefits and Dangers

New Coldmoon is a very extravagent and luchious city, perfect for religious travels and realizations. The churches take up a lot of New Coldmoon and let the citizens know that someone is always watching over them. But even with this assurance, crime is still semi-common in the city, just like any other. New Coldmoon holds a very small blackmarket which is very hard to get to. A few dangerous gangs also make their home in the sewers of New Coldmoon, but the guards are usually so vigilant, and numerous, that the gangs very rarely even raise an eyebrow towards them, therefore only making them deadly when they are crossed with in a deal or messed with by normal citizens.
__________________
A GeM of Arconis.

Last edited by Lunerith; September 18, 2008 at 04:11 PM.
Lunerith is offline   Reply With Quote