Though Khromarium is nominally under the control of the Lord Mayor of Khromarium, and the 9 oligarchs power is in fact much more localized as the oligarchs rarely care about the day to day running of the city, being far more concerned with their own power and prestige than anything else. Conflicts and rivalries between the oligarchs are frequent, and bloody, and as such each oligarch maintains a significant number of bodyguards and mercenaries. Upon the death of a Lord Mayor there is an election from among the oligarchs to determine the next for 5 years which takes place one month after the previous Lord Mayors burial. Needless to say these interregnums are intensely violent affairs, as the oligarchs jockey for power, allies, and anything else that can give them an edge over their rivals. (Think Renaissance papal elections cranked up to 11)
The city itself is divided into a wide variety of different neighbourhoods, often separated by walls, ruins, or both. Battles between the neighbourhoods are not uncommon, particularly if they are under the control of rival Oligarchs.
The military of Khromarium is largely composed of mercenaries, paid and equipped by various patrons throughout the city, and as such the military is composed of a dizzying array of different units with different fighting styles and cultures. The actual laws regulating the formation of these companies are complex and ofttimes contradictory. When the Tyrant and the oligarchs decide to form a new regiment they will auction off a commission. To bid on a commission a prospective commander will (officially) detail the type, quantity and quality of troops he is able to provide, the timeframe he requires to raise them, and the monthly cost that he expects will be borne by the city to maintain them. In practice the bidding process also involves numerous bribes to the oligarchs and their functionaries. Of course, there is significant benefit to the patrons as well. Once the regiment is raised and equipped, its maintenance is paid by the city, which is where the commander will typically get his return, as it is very easy to skim off of the top. It is also seen as being and important social duty of the upper class within the city to raise these regiments, particularly for their elder sons, and commissions will often be passed from father to son, ensuring a dynasties place in the upper social circles.
Each neighbourhood also typically maintains a militia equipped and trained by whoever (or whatever) the local headman happens to be. These are largely concerned with local defense and oftentimes more closely resemble streetgangs than any kind of military force.
Last but not least the city also maintains a well stocked armoury in the palace of the Tyrant capable of providing minimal equipment to several thousand citizens should the need arise. This is often seen as a last resort however, as arming the populace has resulted in uprisings on more than one occasion in the past.
The city-state of Khromarium is the center of civilization and most heavily populated, culturally diverse city in all of Hyperborea. Once the crown jewel of Hyperborea, the great seaside metropolis that once supported over a million people was reduced by the Green Death to 30,000 souls and perhaps another 10,000 of transients and destitutes. Ancient beyond reckoning, the city and its spiral towers of black gneiss predate mankind by untold millennia; much of the old city remains a place of mystery and death.
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The main Quarters of the city are as follows:
A mysterious and sometimes dangerous area of the larger walled city, known for its dark, twisting towers and a history steeped in death. It serves as a buffer against external threats from the Lug Wasteland. It is divided into different areas by its populace who are the most poorest in the city. Tent cities and taken over ruins are the norm, ever while the biggest of the ancient towers of black gniess overshadow them. Despite this it has a flourishing market place where just about anything can be bought or sold, legal or illegal! Beggars are plenty as the city watch doesn't move them on from these areas. Rival gangs are also plenty so things can get rough at times. With all that in mind it is not however without its hidden gems and places worth visiting.
The opulent heart of Khromarium, this district is home to the city's ruling oligarchy, wealthy merchant families, and the most influential noble houses. It is a place of stark contrast to the city's poverty, characterized by well-patrolled streets, grand architecture, and centres of power and commerce. It is also the place of the famous dockside Khromarium Shipyards.
A unique district within Khromarium, largely populated and self-governed by Amazons, known as 'The Sinking City' due to its gradual subsidence into the harbour. Water levels vary dramatically, from shallow fringes to deep central canals, necessitating elevated walkways, bridges, and watercraft for navigation.
The Viking Quarter is a bustling district in the city of Khromaium, primarily inhabited by Norse settlers and their descendants. It serves as a vital hub for maritime trade and shipbuilding, featuring the western half of the Eastern Docks and the renowned Almgeirr Shipyards.
Mainly populated by urbanized Esquimaux the quarter is mostly famous for The Maze. A sprawling, dangerous labyrinth of foul-smelling, dark alleys winding between decaying buildings, forming the roughest part of the Esquimaux Quarter. It is a haven for fugitives, smugglers, bravos, and various underworld figures, ruled by competing mobster lordlings.
The West Common Quarter is the largest district in Khromarium, primarily inhabited by the city's common folk who either live and work here or commute to other quarters. It offers a full range of services and amenities, but also features a significant number of vacant ruins. Even though it is the biggest quarter in the city it still has more in the way of living abodes and not as many or diverse merchant outlets as the east common quarter does, although it does have the Entry Plaza markets which the east common quarter does not. Regardless many merchants do set up market stalls at the plaza.
The East Common Quarter is the bustling heart of Khromarium's common folk, a vibrant district where daily life and labour unfold. It is bordered by the affluent Elite Quarter, the rugged Viking Quarter, the rundown Esquimaux Quarter, and the ancient Old City Quarter, which creates a distinct separation from the western parts of the common quarters areas. It is the hub of the common mercantile businesses in the city.
The Factory Quarter Khromarium dominates the western harbour, a sprawling industrial zone choked with smoke from countless chimneys. Despite the industrial din, the docks themselves teem with life, hosting numerous taverns and services that remain active day and night. A constant flow of workers moves between the factories and the common wards, especially during shift changes.
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