Fiora
(Editor's note: Owing to an apparent loophole in the copyright laws of the West Xsassian Federation, any information contained in the Sternholm Traveler's Guide to Fiora is currently owned by the Owlbear Publishing group. As a result, current information is not available, so this article has been written using information that predates Owlbear Publishing. Shortly before 1000 FA seemed like a good time.)
Fiora is the capital of the Ereban Empire and pre-imperial Ereba, built where the main channel of the Golden River Delta meets Fiora Harbor. The city dates back to shortly after the Upheaval at the start of the Fourth Age, and has been one of the trading hubs of Xsass since before the start of the Fifth. The city limits have been expanded roughly once every two centuries over the past millennium, growing from roughly one square mile in 1 FA to nearly thirty today.
With a total population of nearly 300,000, Fiora is the largest city in the Ereban Empire, as well as its wealthiest. The three shipping canals which feed into Fiora Harbor see more than 10,000,000 tons of cargo pass through annually, a number which has grown by more than a quarter since the formation of the Empire.
The expansion of Ereba into an empire has led to a massive swelling of the national bureaucracy. The government of the Empire now employs more than 30,000 people in Fiora alone, a number which has increased by 10% on average every year since the end of the Sillisti Campaign, roughly quadrupling in that time. This growth, and the increase in trade, has led to a population boom in Fiora, straining the city's ability to maintain law and order in some areas, despite the presence of VIII Legion and local guardsmen. Regardless, Fiora is generally considered a safer and better-maintained city than most major cities in Xsass.
History
Fourth Age
The earliest settlements on the banks of the lagoon now known as Fiora Harbor were halfling fishing villages created in the decades following the Upheaval. At the time, the area was near the northern edge of the Golden River Delta, and the lagoon was significantly larger, a small freshwater lake rather than the tidal estuary it is currently. These settlements were not on the land now occupied by the city, as that was still underwater and would be until after the Golden River shifted.
Human settlement began shortly after halfling, but for the most part the lands north of the river's main channel were sparsely populated for the first millennium 4A, owing to the area's relative isolation and proximity to the Blackacre Forest, then much larger and home to warring elf and drow nations, neither of whom were above raiding towns near the forest for supplies and slave labor.
In 1172 4A, a significant seismic event altered the course of the Golden River, pushing it over one hundred miles north in places. At the river mouth, the change was less dramatic, but the main channel shifted more than twenty miles. As a consequence, much of the river's flow now emptied into Fiore Harbor. Shortly thereafter, the lake overflowed, breaking a large gap into the eastern wall of its basin and draining violently into the Middle Sea. The remnant, modern Fiora Harbor, was smaller and shallower but connected to the ocean by a large channel, making it an excellent anchorage. Human settlement began to increase rapidly in the region as a result.
Eventually the various tribes and towns of the delta began to unify, and in 1319 4A the Kingdom of Gowan was founded by Then I. Then chose a town on the north bank of the river as his capital and renamed it Fiora after his queen. The kingdom of Gowan grew, shrank, conquered and was conquered over the next several centuries, and finally was dissolved in 1743 4A following a disputed succession that led to a five-faction civil war. Fiora became an independent city-state controlling most of Fiora Harbor and remained as such for three hundred years, adopting a commerce-friendly policy of neutrality in most of the conflicts among other regional powers. Fiora's independence ended in 2050 4A when the leaders of the Four Great Houses founded the Confederation of Ereba. Fiora was not owned by any of the Four, but the city council agreed when asked to join the confederation as its capital. The Erebans, wary of creating future conflict, chose the city for their capital because it was neutral ground.
As Ereba expanded at the end of the Fourth Age, so did Fiora. By the time of the Ascendence War the city was home to some 50,000 people and dominated trade in the Middle Sea.
Early Fifth Age
As the Fifth Age began, Ereba's attentions turned west to the power vacuum left by the collapse of Accordia. As the nation's borders pushed out toward the source of the Golden River, sparking endless small wars with minor Accordian states, its resources were stretched thin, and the upkeep of the capital began to be neglected. Over the course of two centuries, sediment buildups clogged the city's waterways, leading to frequent flooding and choking trade. Finally, the great flood of 213 FA, which destroyed a significant portion of the city, spurred the Ereban government to action.
Ereba's solution to its capital's woes was to re-dredge the channels through the city, allowing controlled water flow, and to begin transmuting the thick sediment layer the city was built on to new bedrock. The transmutation project started by solidifying the Docks district of the city, making it easier to move goods to and from the harbor, and expanded outward steadily from there.
Now reasonably habitable once more, Fiora began to return to prominence. During the 3rd-5th centuries FA the city once more became one of the great trade ports of Xsass, and developed a reputation as a center of learning and culture.
Recent
Government
Local Government
Fiora's governance is complicated by its large size, its status as imperial capital, and the ancient agreement between the Houses to leave the city as neutral ground. The city is ruled by the Lord Mayor, a position which cannot be held by any member of any Great House. The Lord Mayor is appointed by the previous Lord Mayor upon the retirement of the latter, occasionally as part of their will after their death. The Council, however, retains the power to override a choice or remove a Lord Mayor from office, a power rarely used since it is far less damaging to all involved to influence the choice more subtly.
The Lord Mayor appoints a cabinet to aid in his duties. Though members of the Great Houses are not barred from cabinet positions explicitly, custom dictates that they should be generally, and no person holding significant office in any Great House has ever been appointed to the Cabinet.
The duties of the Cabinet members have varied over time in the past, but in the last century have changed little. With the formation of the Ereban Empire and its proclivity for regulation, there has been a push to formalize the Cabinet positions either as they are or in a similar form. The current cabinet posts are:
- Lord of the Exchequer - The city's treasurer. Oversees taxes, customs, budget, and the operations of the Great Market. Widely considered the most powerful member of the Cabinet.
- Commander of the City Guard - Commands all city troops but not Imperial Legion troops, though VIII Legion has made a policy of putting two battalions of troops under the command of the city to better maintain order.
- Master of the Docks - Oversees record-keeping in the Docks district. Also charged with preventing smuggling, and controls a small fleet of galleys to aid in this purpose.
- Master of Upkeep - Makes sure the roads are good, the rivers and canals are dredged, the harbor is clear of wrecks, and oversees the land transmutation project.
- Master Magus - Enforces city magical policy and advises the Lord Mayor on arcane matters when needed.
- Imperial Liaison - Communicates between the Imperial and city governments, advocating for the city and negotiating resolutions to disputes between Imperial and Fioran interests.
- Guilds Liaison - Largely seen as the person who keeps the guilds in line, though this position also carries some responsibility to represent guild interests in the Cabinet.
- Adventurer Liaison - Handles all adventurer-related matters, including enforcement of adventuring laws, hiring adventurer freelancers for city concerns, and interacting with the Adventurers' Guild.
Imperial Government
Though the supreme governing body of the Empire, the Council of Seven, is anonymous and hidden - though generally accepted to be somewhere within the city - the Imperial governmental apparatus is massive and is Fiora District's largest employer, taken as a whole. Among the governmental departments in the city are:
- Imperial Assembly - Ereba's chief legislative body, the Assembly is composed of representatives from the various provinces and districts of the Empire. The Assembly composes and votes on laws, which are sent to the Council for approval. In general, the laws composed by the Assembly are approved by the Council as part of an unwritten understanding dating back to old Ereba where the Council does not interfere overmuch in the mundane affairs of their domain.
- Imperial Courts - There are several courts in Fiora. The highest, of course, is the Council, which retains supreme judicial authority if it wishes to alter a judgment. Next highest is the Grand Imperial Court, a board of fifteen judges (five tribunals) which is the highest appellate court and first court for matters involving conflict between the Assembly and/or any of the Houses. Below this is the Fioran District Court and its subsidiaries.
- Court of the Houses - Also called the Court of the Ten. The Court is officially made up of the heads of the ten Houses, though in reality almost all members delegate their power to a subordinate. This body answers to the Council, and holds little power but enormous influence over governmental decision-making, given the enormous economic might of its membership. Since the formation of the Empire, however, the Court of the Houses has greatly reduced its efforts to lobby the Council. Rumor has it that the current Council has made it clear that it is not afraid of the Houses and expects them to fall in line, and the Houses have grudgingly acquiesced as long as their fortunes continue to rise.
- Legion High Command - Headquartered in the Citadel district, Legion High Command oversees all army operations in the Empire. The Citadel also houses the command staff of VIII Legion, the capital's defense garrison.
- Imperial Admiralty - Headquartered on the Sandcastle, the Admiralty controls all Ereban military ships and can call upon merchant vessels to aid in times of need. The Admiralty also maintains a fleet of privateers, many of them captained by freelancing adventurers. The question of whether high-level privateering adventurers fall under the purview of the Admiralty or the Adventuring Department is a source of friction between the two. At the moment, the idea that privateers are military seems to be dominant.
- Adventuring Department - All adventurers in the Empire must be registered, and the Adventuring Department, which answers to the Assembly, is charged with maintaining the rolls of adventurers in the empire, distributing adventuring licenses, and keeping tabs on high-level adventurers who are not part of the military. The Adventuring Department maintains a liaison office for the Adventurer's Guild, as the two organizations often clash.
- Divine Affairs - Divine Affairs attempts to reconcile the interests of the many religions of Ereba with the needs and wants of the Empire. The department maintains records of sites of significance, rituals and holidays which are not considered threatening, and tries to mediate disputes between churches. Few forms of worship are outright banned under Ereban law for reasons other than violating other laws (sentient sacrifices, for example, are illegal without proof of consent), though a fair number of rites must be announced to Divine Affairs beforehand to ensure that they are not mistaken for a potential threat to Imperial security.
- Arcane Affairs - Unlike Divine Affairs, which is frequently more of a negotiating and planning body, Arcane Affairs is a primarily enforcement-oriented agency which responds to arcane violations of various imperial laws. Arcane Affairs monitors arcane activity, magical pollution, unlicensed magic use, and acts as a magical forensics unit for imperial guard units. Many high-level arcanists join this body to avoid compulsory military service, so some of the most powerful mages in Ereba are at its disposal.
Geography
Natural Features
Fiora's central geographical feature is the Golden River, which flows from west to east past the city. Most of Fiora is constructed on the river's north bank, with only the Right Bank district on the south side of the river. The river arcs northward as it approaches Fiora Harbor, creating the long arc of the city's docklands. The channel of the river has been deepened and narrowed as part of the larger project to transmute Fiora's foundations to stone. More recently, as the city has expanded, its boundaries have begun to abut the Silver Branch of the river, one of the three channels which connect to Fiora Harbor.
The delta of the Golden River, in the middle of which Fiora sits, is a land of gentle hills often separated by the interweaving channels of the delta. Three of these hills dominate the city of Fiora: Seer's Hill, which underlies most of the north of the city; Forest Hill, under the Westgate district; and Watch Hill, south of the river. The highest point in the city is the peak of Seer's Hill, four hundred feet above sea level.
The ongoing transmutation project has converted much of the marshy silt layer under the city to sandstone, though the expansion of the converted area has in recent years been hard-pressed to keep up with the city's growth.
Districts
City Center
Location of many government buildings.
Riverfront
Riverfront is a strip along several miles of the north bank of the Golden River. The area is home to Fiora's financial district, which is largely centered on Salt Street. The rest of the district is primarily residential, with two small markets, various inns and taverns, and a number of fine craftsmen scattered throughout. Overall, the area is comfortable if not wealthy, primarily human and halfling, and generally orderly.
The Docks
Fiora's Docks district reaches nearly six miles along the coast of Fiora Harbor, starting at the Golden River and traveling north almost to the Silver branch. Over eighty percent of Fiora's marine shipping goes through this district, with most of that bound for the Great Market. Three canals cut through the district, dividing it into its North, Central, South, and River sections.
The Docks is one of Fiora's highest-crime districts, though crime rates vary widely between different parts of the docks. In general, areas controlled by one of the Great Houses are more orderly, though since the imperial dissolution of the Houses' private armies this disparity has started to even out.
Grovesward
Fairly poor elven district centered on a large park. Also home to many of Fiora's druids.
Westgate
Once a forest reserved for the use of the Kings of Gowan, Westgate was eventually absorbed into Fiora as the city expanded. Set on Forest Hill, Westgate has become the home of the city's rich and powerful, including manors owned by nine of the Ten Great Houses. (The tenth house, House Scilla, believes that maintaining a permanent presence in the city violates the neutrality of Fiora.)
If any part of the city can be considered a temple district, the area around Cathedral Plaza, in the southeastern corner of Westgate, is it. Four cathedrals and a double handful of other temples can be found within a quarter mile of the Plaza, which is measurably consecrated ground a a result.
The Great Market
The Great Market is named for the enormous marketplace that occupies nearly three square miles of the city. Much of this space is taken up by warehouses, as most of the trade of the Great Market is done on a very large scale. However, the innumerable shops, stalls, and carts of the marketplace have given this district a well-earned reputation as a place where anything can be found.
The north and western edge of the district holds most of the guild halls of Fiora. Notable exceptions are the Mages' Guild, in Seershill, and the Adventurers' Guild, in City Center.
Sandcastle
The Sandcastle is an artificial island in the middle of Fiora Harbor, created in the early tenth century FA to allow the creation of an offshore naval base protecting the harbor. The island contains a military shipyard, defense batteries, and docks for the Ereban coastal defense fleet, as well as many of Fiora's customs agents and Bluthton, a small city which grew around the walls of the naval base.
Right Bank
Previously a slum on the south side of the river. Construction of numerous buildings of the growing Imperial government and the presence of three battalions of VIII Legion have begun to lift the fortunes of the district.
The Citadel
Ancient seat of the government of Gowan, rebuilt numerous times since. Currently the headquarters of VIII Legion.
Seershill
Northern area of the city. Location of the University of Fiora and the Mages' Guild. Suspected headquarters of the Night Watchers.
King's Square
More commonly called Littletown. Home to most of the gnomish community and a large number of halflings, many of the buildings in King's Square are designed to suit the needs of the smallfolk rather than the tallfolk.
Temple District
Pretty self-explanatory. Located between Riverfront, Westgate, and Littletown. Home of Divine Affairs.
The Arsenal
Former location of the Admiralty before the construction of the Sandcastle, and currently the home of most of Fiora's shipyards, civilian and military, as well as a secondary set of docks servicing the growing Right Bank community.
Fensfeld
Not technically part of the city, but increasingly considered to be so. Located on the north bank of the Silver branch, above Seershill.
Architecture
Fioran construction tends toward brick walls, owing to the difficulty of acquiring stone locally. Wood is used often for support beams, but not heavily, as Ereba's treaty with the Blackacre elves prohibits logging in Blackacre Forest, forcing Fiora to turn to tree farms and imports for its lumber. Most buildings in Fiora are between two and five stories high, with large, stone-reinforced buildings in the city center reaching up to eight stories.
Because the city experiences mild winters but frequent rain, roofs tend to be gently sloped and made of fired clay tiles or stone shingles. Domes are rare, due to the exorbitant cost of the stone required. A variety of roof tile styles can be found throughout the city, with simple rounded "scale" tiles the most common.
A frequently-seen feature of Fiora are the brick mosaics built into the walls of buildings. By blending different metals and minerals with clay before firing, brickmakers are able to produce bricks with a wide range of colors (though normal red, pink, and yellow bricks remain the most common). Buildings will often include patterns of colors laid into the walls, some quite elaborate. Such patterning is less common in poorer neighborhoods where the added cost is untenable, and in richer neighborhoods where status is shown through use of wood, stone, metal, and other less common construction materials.
Transportation
Allowing the easy movement of goods and people through the city has been a priority of Fiora's leaders for many centuries. As the city has grown, efforts have been made at intervals to ease congestion along main thoroughfares, either by expanding those streets, expanding other routes, or building canals. There are 36 miles of canal in the city.
Demography
Races
Religion
Economy
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