Tharthin

The Golden City

Realm: Moar
Ruler: King Loch Moarlinder
Royal Family: The Moarlinders
Population: Metropolis (avg. 120,000); Primarily Duneimen with large populations of Bamorians and Folkin, a small population of Duervar and clusters of half-elves and Gnomes. Tharthin is a huge city and has one of the largest and most diverse populations in all of the world.
Crest: Two cavaliers in gold against a blue field, a gold crown above. The gold crown was added when Moar became a kingdom, and Tharthin was made the capital thereof.
Religions: The Ronan Church
Races Tolerated: half-elves, half-orcs, gnomes, and orcs. The people of Tharthin are accustomed to many strange people being in their city and though it isn't often that a significant population forms from the above races they do exist in small clusters throughout the city, as well as the rare unique person from more exotic races.
Alignment: Neutral Good (LG, CG, LN), Tolerated (LE, NN, NE); Tharthin is predominantly a city of good people who mostly follow the law. There are some minor guilds and religious organizations that don't fit the within the laws of the city but are tolerated so long as they don't overstep their position too far. The King and the Orders of Wizardry understand that these groups would exist with or without their consent, and they would rather have an influence on their business practices.
Major Products: Artificers (water clocks, dracons, hydraulic pumps, steam engines), Arts and Crafts (Architectural Modling, Dress Makers, Jewelery, Sculpture, Tailors), Coastal (Salt Water: Fish, Sharks), Military (Armor, Weapons, Horses), Mining (Silver), Urbanization (Textiles, Paper, Candles, Furnishings, Masonry), Forges (Forged Metals, Cas Metals, Smelting of Steel, Bronze and Brass)

Pathfinder Settlement Statistics
Tharthin
NG Metropolis
Corruption +2 ; Crime +4 ; Economy +7 ; Law +2 ; Lore +8 ; Society +1
Qualities academic, magically attuned, prosperous, rumormongering citizens, strategic location, tourist attraction
Danger +10; Disadvantages none


DEMOGRAPHICS


Government magical
Population: 120,000 (110,000 duneimen; 5,000 bamorians; 4,000 folkin; 750 duervar; 250 other)
Notable NPCs


MARKETPLACE


Base Value 28,800 gp; Puchase Limit 170,000 gp; Spellcasting 12th
Minor Items nearly all; Medium Items 4d4; Major Items 3d4


….. Tharthin sits at the heart of the north, bordering the Bay of Brynlinia and close to the mouth of the Sylvarin River. From the south, east, and west the city can be approached by road. The King's Way comes up from the South to meet the Great Road from the east. The Great Kings Way then descends through broken hills and farmlands, past small villages and bustling towns to approach a green rise at the city's gates. From many miles in any direction one can see the towers of Tharthin rising over its tall golden walls and the Kings's castle rising high above them all. The great outer wall of the city is actually constructed of sturdy grey stone and overlaid with golden sand-stone cut from ancient quaries. Though damaged repeatedly in various sieges they have been well maintained.
….. Tharthin is called the Golden City for good reason. Most of the original stone used in the building of Tharthin came from the sand stone quarries now built over. Only the great cliffs east of the city still have such stone and it is rare and expensive. The yellow-tan sand stone appears to glow golden in the bright sunlight. It isn't a strong building material, but it is often used for adornment. The most common roofing is red slate brought up from the town of Stonebluff far to the south along the King’s Way. When viewed from a high advantage the city truly does appear to be golden. Even many streets are lined with golden sand stone. As of late a lot more gray stone has come from Stonebluff, and it has been used to rebuild and for the new construction outside the city.
….. The primary entrance to Tharthin is through the southern gate called the Golden Cavaliers, where the Kings Way enters the city. This beautifully built ballistrade is a structure of awe to many who come to Tharthin. Built when the wall was constructed, the Gate was designed to withstand invasions, while still showing the pride of the citizens. Like the walls, it is constructed of sturdy stone overlaid with golden sand-stone. Both sides are adorned with great statues of cavaliers on rearing steeds. The horses’ heads meet at the center, where King Moarlinder’s crest is proudly displayed. Each heavily armored rycer bears a standard. These rise above the walls, the flags snapping in the breeze. During the glory of Rona, one flag was that of the Ronan Kingdom, but now one bears the Tharthin flag and the other bears the Moarin Flag. The statues have some gold inlaid on them, that never seems to tarnish. These gates served their purpose well during the Great War, keeping the Parthans at bay for weeks. When they finally fell, though, the city suffered much damage. Hence most of the first quarter mile of the city has been rebuilt. This has made it seem new and pristine, though much less golden sand-stone was used.
….. The Kings Way directs the flow of the entire city, piercing the city directly to the King's Castle, circling it, and then turning west to leave the city and and become the Great Road again. About half a mile into the city along the Kings Way is the Golden Dragon Market. While there are many market places throughout the city, the Golden Dragon is the greatest. At one time it was called by another name, but it is said that long ago a terrible fire breathing dragon attacked the city, but another dragon, with scales like gold, emerged from beneath the market and defeated it. It then vanished, and it was rumoed to be slumbering under the market waiting for the time when it is needed again. Many believed that it was the city's guardian, until the Great War when it never made an appearance. Now it is just a myth, but the Market still boasts a great statue to the legendary creature, hence granting it this name.
….. The streets of Tharthin are just as crowded at dusk as they are by day. Fortunately, most roads are designed for wagons and carriages and the crowds stay to the sides of the street, along slate side walks, knowing they would likely be trampled if they didn’t. Many people, rich, poor, noble and common, travel about the city from the crack of dawn to well after dusk, carrying on their daily duties. The Lucifer's Guild keeps street lamps lit so business can continue into the night. Shops often close down a few hours after the sun sets, but public eating-houses, taverns, theatres, and private clubs are usually bustling with patrons.
….. Caliburn, the Castle of the King of Moar, rises above from the center of the city from atop its high green hill. The first and last rays of daylight glisten on its towers under the flapping banners of Moar, Tharthin, and the Moarlinder Royal Family. Surrounding are various manors, churches, temples and towers. The Orders of Wizardry have towers, academies, and libraries throughout the city. The wealthiest merchants and nobles live in the eastern heights, though the greatest population resides between the northern harbor and the borders of south-end, in parts of the city called The Villages, Old Town, The Commons, and the South Burroughs. . One sixth of the city is devoted to the necropolis, or "Grey Town" as the locals call it, which is hidden behind tall bleak walls in the south east of the city, bordering the edge of Southend.
….. Starting in Rhein the fishing fleets set out from the north facing harbor before dawn and don't return until just before dusk, their bilges bursting with fresh bluegills. Then the night flyers cast out for the Bay of Brynlinia hoping for a fair catch of their own. In all seasons except the coldest parts of Korin the city streets bustle with men covered in chalky dirt coming home from a long day in the silver mines, or setting out for a hard night’s work. The Southend markets are alive with the cries of merchants, the rattle of coin and the scents of common and exotic spices. Carriages rattle over cobblestones as they port wealthy lords and ladies from their lavish manors in the eastern heights to evening performances at the many theatres that mark the dodgy end of Southwall. It is said that if you look long and hard enough you can find anything for sale in the Tharthin markets.
….. Tharthin is huge, second only to Camus in size. The musty stench of civilization clings to the air; the acrid excrement of horses, the swill of old ale in the streets, the runoff from stables, butchers, and fish markets. All of this mingles with the sweet odors of mikanian spices, fresh breads, roasting meats, and the perfumes of exotic women. During high tide a salty breeze often blows into the city, dousing the stench, but at low tide these drafts carry their own hint of decay from the exposed marshes. There are many large gardens and parks throughout the city as well, and their blossoms add their own aromas to the meddley.
….. Tharthin is a city characterized by four major and often opposing factors: trade, nationality, wizardry and religion. As a great trade city, Tharthin is a cosmopolitan society, made up of many peoples from many regions of the world. Unlike Camus, these different societal groups have never isolated themselves into communities, thus the city is a hodgepoge of cultures intermingling, trading and sharing. Before any of these peoples came, though, Tharthin was the greatest of Moarvik Gards. The Moarvik people are proud of their heritage and put great stock in their bloodlines. They don't forbid intermarriage but they insist upon maintaining their family traditions and history. Though Rona came and went, the Moarvik people always maintained their identity and in Tharthin they celebrate this with a strong sense of nationality. There are many statues, monuments, and museums built in honor of their past. Many streets are named for their noble families. Their history is taught in the schools, and their legends are commonly the subject of plays and ballads. Despite this nationality the Moarvik people have rarely had contentions with other people groups. It was only after the city was invaded by the Parthans that violence began occuring between the residents of the city. In those dark years that followed many Parthan families, some who had been here long generations before the war, were burned out of house and home and forced to flee the city. Finally, though, the King put a stop to this violence and has managed to keep the peace since then, though this is likely because few Parthans still call the city home.
….. The greatest tension in the city often comes between the Orders of Wizardry and the Ronan Church. Though the Ronan Church, and the Knights of Thamor, are pominent in the city they have very little influence over the politics of the city. In fact, most people of Tharthin go to church on Prayer's day and otherwise hardly acknowledge their faith. Despite this, the Priests and Lord Generals of these religious orders are constantly vying to remove the power of the wizards. The Wizards have the King's ear and some believe they pull his strings. He is certainly much more likely to favor them in his decisions, and he himself studies the arcane arts. Since the Priests of Thamor preach that wizardy is unholy and abhorant to the gods, the two groups often spend a great deal of resources and effort to oppose the other in court and throughout the city. Many great public works have been started and then stopped because of this feud.
….. Despite these opositional forces, Tharthin has a strong populace who supports its rulers and will fight to protect their home. The city has never been taken by an outside force, and the one time its gates were riven, the people fought as a single people, driving out an enemy invader.

Armed Forces:
City Guard:
….. The Tharthin guard force is actually manned by the personal companies of a number of wealthy aristocrats who are conscripted by the King to provide the defenses for the city. All young men between 15 and 18 years old who have not been apprenticed are required to join one of these companies. Most of these personal companies are given a particular province within the city to protect. There are many such companies not presently employed by the King, though, and they instead find service with the Church, Wizard's Order or even some guilds. When a young unapprenticed man isn't in one of these companies he may be forced into service on a sailing vessel, in the mines, or other such "gainful employment." This law is to prevent young men from forming gangs in the city. Unfortunately some of these companies have become gangs, and what worse many young men have managed to avoid being forced into service and have either succesfully formed gangs or joined a thieve's guild.
….. All esquires within these personal companies are required to maintain a minimum expectation of equipment. They must own a breast plate, or they may lease it from their Captain. They must have a sword in good working order, preferably a long sword, though any blade over two feet is acceptable. They must have boots that are not worn to holes and a coat that will deter both rain and snow. They must bear helms, though hats have been worn time to time, and they must wear a tabard bearing Tharthin's crest. These companies often distinguish themselves with colorful tabards and flare, and having their master's company's crest on their buckler or shield.

Standing Army: A description and general size of the standing army, if any.

Knights: A description of the various knightly orders within the city.

Defenses: A description of the city's defenses.

Laws and Customs:

A listing of important laws and customs unique to this city. Remember that some and customs laws are applicable to the entire Realm. There will not be a listing of laws and customs that are expected.

Architecture:

A description of the architecture commonly found within the city, and specifics on unique styles.

Tharthin%20street.jpg

Places of Importance:
Quarters of the City:

Eastern Heights:

The Great Road:
The majority of the buildings had high gabled roofs with elaborate trim work. The walls were covered in white stucco, leaving only the brown support beams visible in crisscrossing patterns, and the windows had milky paned glass. Many such buildings were packed tightly together, while a few had substantial surrounding acreage with gardens and trees, usually behind a low stone wall.

Middle-Districts:
The greatest population resides between the northern harbor and the borders of south-end, in parts of the city called The Villages, Old Town, The Commons, and the South Burroughs. In these "middle-districts", radiating out from the Kings Way, the real life of the city happens. The success of such a huge metropolis is built on the backs of the middle-class, and in these parts reside the silver miners, smithies, tradesmen, master craftsmen and beaurocrats. Though they aren't wealthy, they live in moderate comfort and their meager incomes drive economy of the city, Many buildings in these districts have high gabled roofs with elaborate trim work. Golden Sands-tone or white stucco stucco covers grey stone walls, leaving only the brown support beams visible in crisscrossing patterns, and their windows have milky paned glass. Many such buildings are packed tightly together, while a few have substantial surrounding acreage with gardens and trees, usually behind a low stone wall.

Southwall: Extending out from the southern most wall of the city, this quarter is the poorest corner of Tharthin. The houses in this quarter are packed so close that many of the streets are too narrow for carriages to pass through, and filled with the stench of a cramped populace. Some of the pontalbas are as many as four stories high with families of six to a room. Tharthin isn’t a poor city, but it is crowded; and it is home to as many fools as entrepreneurs. The cries of children, yells of men, howls of dogs, and screams of women fill the air from dawn until late into the night. The Southwall Slums become somewhat better the closer one gets to the South-end Markets.

South-end: At the edge of Southwall, spaced out along roads that run perpendicular to the Great Road, are a series of markets built by the King to provide services to the poorest district of the city. The south-end markets are alive with the cries of merchants and the rattle of coin. The scent of fresh breads and spit-roasted hens wafts in the warm breeze, but is tinged by the occasional stench from slums. In Torin season the sewers occasionally backup, making the scent worse. In Rhein the sweet pollens of the beech and chestnuts that grow in the royal orchards a few miles southwest of the city walls are carried on the breeze and bring a pleasant change to the air. Many theaters and taverns run between the markets, and no one minds coming to this filthy corner of the city for a little entertainment; it kept the unsavory kinds off the pristine central avenues. At dusk me from the Lucifer's guild walk the slate sidewalks igniting oil lamps, while Ladies of Jana light their own lamps to hang in the windows of their upper rooms - letting both poor miners and rich aristocrats know that they are open for business. The markets are a favorite haunt of pick pockets and beggars.

Castles and Keeps:
Caliburn: The King's Castle

Administration and Government:
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Gates, Guard Houses and Barracks:
The Golden Cavaliers: The primary entrance to Tharthin is through the Golden Cavaliers. This beautifully built ballistrade is a figure of awe to many who come to Tharthin. Built when the wall was constructed, the Gate was designed to withstand invasions, while still showing the pride of the citizens. It is constructed of sturdy stone but then overlaid with golden sand stone (like the entire wall). Both sides are adorned with great statues of cavaliers rising up on their steed’s haunches. The horses’ heads almost meet at the center, where the King’s crest is proudly displayed. Each heavily armored cavalier bears a standard. These rise above the walls and the flags snap in the breeze. During the glory of Rona, one flag was that of the Ronan Kingdom, but now one bears the Tharthin flag and the other bears the Moarin Flag. These statues have some gold inlaid on them, that never seems to tarnish. These gates served their purpose well during the Great War, keeping the Parthans at bay for weeks. When they finally fell, though, the city suffered much damage. Hence most of the first quarter mile of the city has been rebuilt. This has made it seem new and pristine, though much less golden sand stone was used. Only those structures along the Great Road are totally sandstone. The gates themselves are reinforced black walnut, nearly two-feet thick, and opening outwards towards the countryside. The gatehouse is twenty feet deep with two portcullises providing additional protection from siege attacks.

Temples and Shrines:
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Bank of Artagerus: Located on the Great Road close to Caliburn, this temple is a tall structure of dark stone with six towering pillars holding aloft an angular overhang. Merchants rush in and out oof the gated entrance, past stoic looking men bearing crossbows and shields, under the watchful eyes of a stern looking statue of the god Artagerus, patron of trade and wealth. Throughout the day they come to withdraw money, and just before dusk they return to deposit their day’s earnings and exchange any foreign coin for the common Ronan Gold Nobles.

Manors and Plantations:
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Roads and Parks:
The Great Road Built in the time of the Ronan Kingdom, the Great Road enters the city through the Golden Gates and leads straight to the King's castle of Caliburn. Carriages rattle over the smooth cobblestones that port wealthy lords and ladies from their lavish manors in the eastern heights to evening performances at the many theatres that mark the dodgy end of Southwall.

Other Features:
The Golden Dragon Market: The Great Road seems to direct the flow of the entire city. While there are many market places throughout the city, the greatest is the Golden Dragon Market. At one time it was called by another name, but once long ago it is said that a terrible fire breathing dragon attacked the city. From beneath the market a massive Golden Dragon emerged and defeated the other. It then vanished, and it is said it slumbers under the market waiting for a time it is needed again. Many believed that until the great war when it never made an appearance. Now it is just a myth, but the Market still boasts a great statue to the legendary creature, and its name.

Establishments of Note:

Merchants and Services:
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Mikanian spices and stoneware; clay pottery and ox hides from the nomadic tribes; palm nuts, linen, papyrus, and lentils from the fields that encircle the great Oasis of Jural; and even Kamoran ropes, gold vessels, and ornate jewelry.

a fortune in Mikanian diamonds, dug from deep pit mines and brought to Tharthin to be polished, cleaned, cut and set in jewelry for resale.

Mills and Works:
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Taverns and Inns:
XXXXX

The Journeyman's Waylay
a large four story building built onto a corner of two major streets. A large wooden sign hung over a side entrance; carved and painted, it depicted a traveler mounted on a horse but surrounded by dancing ladies, musicians, monks proffering ale, and a fat cook lifting a roasted pig on a platter. Above it in large red letters it said, “The Journeyman’s Waylay”, and below it, in smaller letters, it said, “A Traveler’s Respite” and displayed an icon of a bed. Many of the members of the caravan were heading here for a night’s rest. The main entrance to the building was a large wooden door facing the corner of the streets flanked by blazing oil lamps and a heavy brass bell hung beside it. Above this was another sign, also carved by the same artist, but this one depicted a dwarf, as humans called the Duervar, swimming in a huge glass of ale, his axe and shield sunk to the bottom, and the froth pouring over the sides. In large red letters above it said, “The Drunken Dwarf” and below it said, “Eat, Drink and be Merry” and displayed an icon of a mug and plate. Already a boisterous noise could be heard coming from the tavern, and as the door opened up for more to enter, a few stumbled out and wandered crookedly down the street singing incoherently in disharmony.

Brothels and Bathhouses:
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Organizations of Note:
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People of Note:
Rulers and Royalty:
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Nobility and Aristocracy:
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Priests and Prophets:
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Merchants and Craftsmen:
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Minstrels and Bards:
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Heroes and Legends:
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Villains and Monsters:
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Local Geography:
A listing of places in and around the city. Some will be large areas (forests, fields, mountains, lakes, plains, etc…) and others will be very specifc (groves, streams, ponds, caves, hills, etc…).

….. Tharthin is surrounded by verdant fields, milling with flocks of sheep and large corrals with great herds of the famed Moarin Horses. There is a heavy amount of agriculture around the city, and extending far to the east and the west, especially down the bank of the Sylvarin. There used to be many villages to the east but they have begun to be abandoned in these darker times. Most people now throng to the city.
Roads:
….. Two roads lead out of Tharthin. The Great Road was built to intersect Tharthin, and hence meets the city walls at the Eastern Gate. However, the city has grown dramatically since then and a new road, The King’s Way, was built splitting away from the Great Road to directly reach the city’s primary entrance, the Golden Gates. Where this road first splits off the town of Habershire has flourished. The Great Road leads through the center of Tharthin and emerges at the Golden Gates, and so here it joins with the King’s Way. The King’s Road then extends south into the forest of Grimmwood. It is not until leaving this woods that the roads separate again. The King’s Way leads south towards Keir, and the Great Road leads North West towards Ja’dmir.

Towns and Villages:

Lanshire: Located forty miles from Tharthin, along the Great Road to the east, Lanshire is nothing more than a small village. It boasts one Inn, the “Mill’s Inn”, which treats those willing to pay to spend the night at this mill turned bed and breakfast.

Hadenfield: Hadenfield sits at the origin of the King’s Way, separating from the Great Road. Hadenfield is clearly a town, with many two story homes, a small market place, and a number of side streets and businesses independent of farm life.

Gatton: Surrounding the Golden Gates of Tharthin is the town of Gatton. Truthfully this city sprung up where the King’s Way meets once again with the Great Road. The Golden Gates themselves are separated from the town by tall grassy hills that lead up to the city walls. Those hills are only split by the Great Road that leads through the gates. Gatton is a bustling place filled with tightly packed poorly built structures. It has grown dramatically in the last 30 years, despite its occupation and nearly total destruction by the Parthan/Orc invaders during the Great War. Since these dark times everyone has been fleeing the country side and coming to settle here. Many work in the warehouses, and sweat shops in Tharthin, and some work as serfs for the plantation owning Lesser Lords in the country side. Gatton structures are either wood or gray stone, and its roves are often wood or red slate shingles.

Local History:

Founding:

Ancient Past:

Recent Past:

Myths and Legends:

A listing of legendary events and mythical tales told by the peoples. These may or may not be true, so wouldn't necessarily be part of history, people or current events.

Current Events:

An explanation of what is happening right now in the city. This will be the most commonly updated section of the city description.

Links:

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