Things I like to keep in mind when designing cities/nations: 1. Population (biggest cities around 30-50k, small towns around 1,000 at minimum). 2. Defenses (if any, more common in capital and castle cities). 3. Commerce (what goods do they have available, how rich is the economy). 4. Organizations (again, if any, namely religious sites, potentially government-based groups, anyone with an agenda or power).
Alright let's name some nations!
Colonia Vetrix:
Capital – Laencaster – where the 'On High' resides (see post in Misc to understanding
that confusing term)
- Population – 51,302
- Defenses – Laencaster possesses incredibly powerful mages, siege defenses, and a standing Holy Hand army (see misc).
- Commerce – Being the second biggest capital on the continent, travelers can find goods of all kinds and, despite the government's objections, a thriving black market.
- Organizations – The Directorate (misc), multiple religious organizations for most deities, and a monastery. The army is stationed within the city walls and while cordoned off to barracks, does mingle with society.
Cities with a castle: Warthford, Kirkwall, Brokenshire, Aramoor, Ironhaven.
Small towns: Pella's Wish, Whiteridge, Balmorel, Old Burry, Keld, Stratford, Ozryn, Roselake.
WORLD BUILDING: As the country with the current On High, Colonia Vetrix is afforded extra protection in the form of additional Holy Hand soldiers and Azure Knot mages. The magical defenses of Laencaster will be bolstered until the On High passes or is appointed to someone in a different country.
NEXT:
Grand Ducee of Lyleleri:
Capital – Pinnella Pass – where the Directorate resides
- Population - 32,118.
- Defenses – A volunteer army resides around Pinnella Pass, but the geographical defenses provide most protection necessary. It is a chokepoint to enter the capital and heavily maintained at that.
- Commerce – Pinnella Pass hosts many rare and exotic herbal treatments on top of standard traveler fare. While not "rich" due to their geographic location, they are still well off and are supported by the Directorate.
- Organizations – A small collection of temples and merchant guilds work in conjunction to help support the lower classes.
Cities with a castle: Inverness, Grimsby, Aerilon, Cardend, Aeredale.
Small towns: Ormsraska, Damerel, South Warren, Rockburn, Colchester, Hernsey, Polperro, Briar Glen.
NEXT:
The Theocracy of Ven Todir:
Capital – Dewherst – where the Directorate resides
- Population – 34,927.
- Defenses – Most cities in Ven Todir cities are underground, this is the most "preserved" and has been well-maintained. It, compared to most other cities (save Pinnella Pass), is hardly accessible to those who do not have favor with the standing authorities.
- Commerce – The richest capital in the world, Ven Todir possesses deep mines full of ore and mineral wealth which is used to supplement the Directorate and the entire continent in varying degrees.
- Organizations – Heavy guild and artisan presence exists in Ven Todir, primarily jewelers, smiths, and other physical laborers.
Cities with a castle: Sherfield, Shadowfen, Wimborne, Barcombe, Garen's Well.
Small towns: Solime, Addersfield, Moonbright, Xynnar, Goldenleaf, Snowbush, Windermere, Black Hallows.
WORLD BUILDING: Dewherst, Shadowfen, and Sherfield all reside within the
Dunrich Summits, a mountain range opposite The Voiceless Tips. The Voiceless Tips are barren and remain uninhabited. The Dunrich Summits house the core mining operations for all of Vodeth and have a seemingly endless amount of resources in its depths. Wimborne and Barcombe exist off of the mountain range as farming cities and Garen's Well supplies hundreds of thousands of gallons of fresh water to the rest of Ven Todir.
NEXT:
Aelium Livii:
Capital – Ballinamallard – where the Directorate resides
- Population – 28,510.
- Defenses – Ballinamallard and truly Aelium Livii as a whole are rampantly overrun by barbarians, nomads, and those unwilling to settle into a set way of life. It tends to defend itself quite easily.
- Commerce – A heavy trading capital, most goods are handmade skillfully and efficiently. Animal furs and meats of exotic variety are found en masse.
- Organizations – Surprisingly one of the more openly religious countries, Ballinamallard celebrates every deity and all of their corresponding holidays without regard to "good" or "bad".
Cities with a castle: Haran, Dalry, Archmouth, Redwick, Calcheth.
Small towns: Bracklewhyte, Ecrin, Eastwold, Scrabsham, Runswick, Falcon's Rest, Martslock, Tarrin.
NEEEEEEEEEEXT:
The Murkshores:
Capital – Taedmorden – where the Directorate resides
- Population - 22,007. The Murkshores are a harsh landscape, claimed by swamp and marshlands for large swathes, making it a less than ideal place to live and resulting in a small population in both the capital and the country as a whole.
- Defenses – Any attempt to invade the Murkshores with an army would be significantly hindered by swamps and aggressive wildlife.
- Commerce – One of the "poorer" parts of the continent based on what the land provides, the inventions of the populace in particular keep them on the forefront of technology and out of desolation despite the landscape.
- Organizations – Almost a technomancy kept within the Murkshores, they supply the Directorate and the rest of the populace with cutting edge advancements fueled in part by the monetary wealth of Ven Todir (this is dependent on the overall setting of the world).
Cities with a castle: Torrine, Ormrine, Naporia, Auchen, Cullfield.
Small towns: Cardcost, Woldean, Saker Keep, Three Streams, Ubbin Falls, Ula'ree, Langwend, Westmore.
NEEEEEEEEEEXT:
The United Kingdom of Laldorei:
Capital - Everwinter – where the Directorate resides (and the main operating base of the Holy Hand, just for reference)
- Population - 84,446. Everwinter is a conglomerate, a true melting pot of society.
- Defenses – A conscripted army, siege defenses, and a large volunteer mercenary force. Despite this, Laldorei does not wield military might often unless outside factors warrant aggression.
- Commerce – Massive volumes of trade pass through Laldorei, Most any goods, services, and places of business can be found within Everwinter.
- Organizations – The Holy Hand operates their home base from Everwinter while operating multiple satellite facilities around the continent. The central monastery is found here and though the On High is not currently residing in Everwinter, it is where The Steep is located where the bi-annual meetings of the entire Directorate take place. (The Steep is a secondary giant castle carved into the side of a mountain, that isn't important).
Cities with a castle: Aroonshire, Gramsby, Warlington, Belleton, Merton.
Small towns: Llyn, Erstonia, Forsterno, Woodhaerst, Rotherham, Snake's Canyon, Cromer, Ashbourne.
NEXT:
Hese Themar:
Capital – Wandermere – where the Directorate resides
- Population – 31,553. Close enough to Everwinter that shards of that same conglomerate exist in this country.
- Defenses – Wandermere possesses most naval power of the continent being the most open to sea-faring attacks. While other countries possess a naval fleet, they are dwarfed by the might of Wandermere.
- Commerce – Wandermere benefits from the sea in a way the other countries simply cannot harness. Fished exports power their economy, particularly blubber and fish oils used for lanterns and fuel.
- Organizations – Wandermere has a large population of pirates that closely skirt around the law to ensure they do not end up on the wrong side of the fleets. They are still pirates, however, and do not serve an allegiance to the country itself. Fishing vessels, guilds, merchants, and ocean explorers make up a majority of the sanctioned organizations within the country.
Cities with a castle: Tow, Kincardine, Blackburn, Lundy, Aria.
Small towns: Swordbreak, City of Fire, Hullbeck, Bellrane, Halivaara, Stathford, Aberdeen, Hollypool.
Again,
all names and places subject to change. This is just to get ideas going.