Melinir is a
walled city of about 2000 people. Humans and most demi-humans mix in the streets so
freely that it seems as if no one even notices the difference. When they
interact, everyone treats the others as equals. Melinir is a model town where
it seems that no one hates anyone else. Some may be gruff and impolite, but
they intend no real malice.
The
town is divided into six sections. There are no walls separating these
districts, but very little overlap occurs between each region's function. The
first mayor of Melinir divided the neighborhoods into the residential area the
market the merchants' quarter (which would also come to house the town's
offices), and the warehouse district. Later,
the wealthy and famous, who did not wish to live in "cramped
quarters," built themselves an exclusive neighborhood in the southeast
part of town. Finally, Just before Melinir erected its walls, the clerics
claimed a section just north of the wealthy borough. .
The
life-blood of Melinir is the trade that moves in and out of the Rift. Melinir
is also a business center for the rest of the Rift. Virtually anything produced
in Thunder Rift is available in Melinir. The Mayor and influential citizens
will never do anything to jeopardize commerce. They eagerly help all merchants
resolve their problems quickly and amicably. When trouble arises, the town guards
are always available to provide immediate aid. Small wonder, then, that the
town centers around the market, and that the market is in the center of the
town.
To
the north and west of the central marketplace lies the main residential
section. The houses are not huge, but, for the most part, are larger than
houses typical in other towns. The neighborhood is clean, well kept, and well
lit. Vandals prevalent in larger cities are not to be found here.
In
the northeastern section of town, wrapping itself around the market, is the
mercantile district. Its shops provide nearly anything one could want, from
exotic perfumes to common iron nails. Some items, of course, must be imported
from outside the Rift, which makes them considerably more expensive. Most,
though, can be produced at some location in the canyon.
The
temple grounds lie on the eastern edge of the town. The walled security is proof against most
intrusion. However, since the grounds are generally open to visitors, stealth
in entering is largely unnecessary.
Directly
south of the temple, three stately manors thrust their towers into the skies.
Thick stone walls separate this area from the rest of the city, limiting the
enjoyment of the grounds' beauty to the eyes of the privileged residents.
Although the inhabitants do not appear to be too pretentious, they do seem to
like their own space.
The
warehouse district and the docks squat on the waterfront to the southwest. They
hold the goods shipped to and from Kleine, Torlynn, and beyond. The warehouses hold
nearly everything that must be sold in the market, for the merchants from
outside the Rift need to store their wares in a safe place. Jewels, spices, and
manifold other trade goods find a temporary home in the warehouses.
The
founders of Melinir always intended to build walls around their town, for they
realized that Thunder Rift is full of creatures who intend no good to humans.
On the other hand, they were not eager to limit the size of the city. Thus,
they delayed the construction of the walls and left the problem to future
generations.
Eventually,
the citizens elected a mayor who was intimately familiar with the dangers of
the surrounding area. He immediately
contracted the stone masons and engineers in the area, and construction on the
walls began at once. It took a year and a day, but the masons finished their
work in time for the town to defend itself against a gnoll attack. The city has
not been again attacked since then, but the citizens remain grateful for the
walls that protect them from the dangers of the open lands.
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