Rise and Fall of Arela
Name: Shivar – Coastal City
Titles: City of Shivar; Shivar; Gateway to Arela; Gateway of Death; Gateway
Nation: Aerlan Protectorate (Formerly Sovereign City-State)
Region: Arelan East Coast, at the end of the Forbes River.
Population: Aprox 400k
Demographic: Human-38%, Halfling-16%, Dwarves-10%, Half-Elve-9%, Half-Orc-8%, Kobalb-6%, Elve-4%, Orc-2%, Gnomes-6%, Other-1%
Government: Autocracy – Magistrate chosen by representatives of the 5 cities from the Shivaran citizenry.
Alignment: True Neutral
Ruler: Magistrate Chandler Thorton – Human Male
Description: In both size and population Shivar is a huge city by Mareata standards. The name Shivar is taken from the ancient ruins themselves, and as good as anyone can tell was the name of the original city. Its discovery opened up Arela to invasion and settlement, as it contains the Shivar Docks, and was the origin of the discovery of the Great Causeways.
The major prominent feature of the city is the Shivar Docks. Massive Stone Wharves perfectly suited for the loading and unloading of great ships, settled in a huge ideally formed harbor with a single wide opening to the sea. On either side of this opening massive towers guard the entrance to the harbor. Huge stone warehouses are set in ordered rows just back from the huge stone docks. Due to the volume of traffic the docks see Shivar has a massive labor force constantly working to load and unload shipping, and caravans and merchants always coming and going. Fully 80% of the trade goods coming in or out of Arela come through the Shivar Docks. Like the causeways, laborers on the docks do not become easily fatigued, however still require food water and air proportional to their task. It is not unheard of for dock workers to die on the job, not realizing they were working themselves to death.
Shivar has some of the best shops in Arela for luxury goods.
Shivar is surrounded by the remnants of the ancient siege walls that in ancient times protected the city. They had been restored in the past but no longer, since the Shivar Compromise only the original ancient ruins remain, leaving the city open in several areas. The great causeways to Ceres and Kharlin are strattled by two forts to the East, Fort Justice and Fort Vigilance, manned by the armies of Ceres and Kharlin respectively. The garrisons at these forts are largely responsible for protecting the city from outside threats.
As you get further from the great causeways and the docks (North and south) in the city, the districts become less prominent and more middle to lower class. The routes from the south blocks of the city to the southern settlements and coast have been plagued lately by increased attacks of undead, raiders and goblins. The Kharlin garrison, which is responsible for protecting this portion of the city border, is taking much criticism from the Shivar populace and the Merchants guild for this laps in protection. It is largely believed that they do not take the protection of Shivar seriously, and are only concerned with keeping their own trade routes open. For this reason the Merchants guild has been hiring more and more escorts and guards for the outer villages and caravans.
Order in the city is kept by the Shivar Guard, remnants of the old Shivar military. They are not permitted to leave the city in force, nor can they organize in large units. They are largely well paid and well equipped soldiers to keep the peace and maintain public order. The limitations on the Shivar Guard are a direct result of the Arelan Compromise made by the 5 largest powers in Arela to keep Shivar an open city and trade flowing following the fall of the last Shivar nobility during the 30 year war.