The Tales of Arywyn
- Government – Ruling Council
- Population – >150,000
- Dominant Races – Humans, Elves, Dwarves, Halflings
- Secondary Races – Orcs, Tieflings, Dragonborn, Goliaths, Lizardfolk, Gnomes
Mercadia serves as the intersection of many kingdoms, the ultimate collision of all the cultures, customs, trade, and races across all of Arywyn. Through their Indomitable Navy and nearly infinite coffers they have maintained constant neutrality across conflicts during its long history. They have survived and thrived through their control of trade between all the Kingdoms, carving out the two canals that would manage all the trade between the northern and southern seas. Through their access to the finest goods and metals both north and south, Mercadia has come to house the proudest guilds and craftsmen across all nine major Kingdoms.
Mercadia is ruled by an elected ruling council, each one elected from their respective districts. Of course, Mercadia is also known for being a city of thieves, criminals, and corrupt government so the true integrity of the whole voting process has always been suspect. In any case, the system does work to a degree in that the city hasn’t been taken over or completely destroyed by arcane magics.
Many dignitaries and diplomats also spend much time in Mercadia, making it their home between journeys to their home kingdom or foreign lands. As a result, the Council Quarter houses many embassies and royal quarters to other Kingdoms. Because of Mercadia’s neutrality and central location, many political and diplomatic dealings end up occuring within the city walls, never necessitating long journeys to foreign lands except for the most important dealings.
The Main Island
The central Isle of Mercadia is made up of 6 districts, each one
The Crimson Quarter
“The Copper Kingdom”
The Guild Quarter
The Council Quarter
The Southwest Districts
Across the old channel lie two additional city districts, remnants of the old city when Mercadia was first founded. Here is where the mages of the city and the most affluent citizens live, among the legacy of their ancestry.
The Mage’s Corner
The Crawl is the large expanse of slums and ghetto that lie on the northeast side of the Kingdoms’ Concord. Although not officially recognized as a district, the city’s working class, criminals, and poor call it home and scrape by there. The Crawl is where most criminals operate and live, but also where most major trade is handled through the docks that lie on either side.