Valthorne - Summary
Valthorne
General Culture: A mercantile, cosmopolitan hub driven by trade and innovation. Valthorne is a melting pot where coin speaks louder than blood, and guilds control everything from shipping to arcane research.
Political System: Plutocracy. The Council of Coin, composed of the wealthiest guildmasters, rules. Corruption is rampant, but the system ensures prosperity.
Capital City: Port Gilded, a bustling coastal metropolis with towering spires, crowded markets, and a harbor filled with ships from across the Veilsea.
Race Mix: Highly diverse. Humans, dwarves, and gnomes form the majority, with significant populations of tieflings, half-elves, and halflings. No race is excluded, but goblinoids face prejudice due to their association with piracy.
Regions: Split into provincial districts controlled by the major guilds present as primary members on The Council of Coin.
District of Coin - Overseen by the 'Guild of Coin', which represents Bankers, Financiers, Jewelers, and Spice Merchants. This region controls the vast majority of the nations agricultural production, including valuable spices. As the most influential region, often the representative to The Council of Coin from this aptly named region is chosen as leader of The Council.
District of Trade - Overseen by the Merchants Guild, which represents Merchants, Traders, Caravaners and Innkeepers, and borders Port Guilded proper. This strategically located region oversees much of the nations external trade, especially via neutral Golden Isle.
District of Ships - Overseen by the Shipwright's Guild, which represents Shipwrights, Dockworkers and Navigators. This region is the hub for the construction of ships of all shapes and sizes for export or internal use, along with experts who command them and the men who crew them.
District of Alchemy - Overseen by the Alchemist's Guild, which represents Alchemist's, Artificers, Brewers and Glassblowers. This District is located strategically close the the Slyvaran border, allowing trade of unique magical plants and components from the Slyvaran Groves. It is also protected from Valthorne's western coast, meaning it less likely to be targeted by Raiders from Kragvost or Duskreef. Additionally, it's close proximity to Zephyris makes it a primary trading hub for Zephyrian skyships looking for high quality optics.
District of Forge & Stone - Overseen by the Guild of Forge & Stone, which represents Miners, Masons, Smiths, and Carpenters. The only district with significant stone and metal veins to exploit, most of their resources and skills are utilized internally in Valthorne. This means they have great influence within the country, but are also hampered by a lack of foreign investment compared to other districts.
Notable Feature: Valthorne’s black market trades in rare Veilbreak artifacts, drawing adventurers and rogues seeking forbidden magic.
Population: Valthorne's population tends to develop in clusters around resources or important economic zones.
Total estimated population: 1,600,000
Major Population Centers:
Port Guilded: 1,200,000
Swiftrade: 80,000
Mount Hammer: 40,000
Goldspring: 45,000
Shipbuilders Bay: 60,000
Citadel of Fumes: 30,000
Remaining Population: Populations centers are common; smaller port cities and towns, inland farming or resource villages.
Primary Religious Tendencies: Mercantile cult of Waukeen (The Merchant's Friend), with profit as divine blessing. Waukeen, goddess of trade, wealth, and commerce. Valthorne's guilds venerate her through market tithes and slave auctions as "exchanges of value." This matches their profit-driven, slaving society, viewing poverty as divine disfavor. Tendencies include golden idols in bazaars, oaths sealed with coins, and festivals of haggling trials, with rivalries like Duskreef seen as chaotic threats to Waukeen's ordered prosperity.