-Government Type: The government of Sacoris is best described as a hereditary oligarchy with the three most influential families each internally electing a representative to the cities highest governing body: The council of the three. Formally, the council exists to arbitrate disputes among the many influential citizens and families in the city and to effectively manage the resources and foreign aims of the city, but with that in mind, the council of three is by no means the only governmental organization within the city. There is a lower council of eleven made up of those who own the most property within the city that is rightfully considered the main decider in domestic affairs. It is usually only when an issue or dispute becomes epically serious that the council of eleven will elevate it to the council of three, and in such occurrences corrective action has usually been swift.
-Currency: The Sacori Gold a small rectangular piece of gold at a set purity is the base currency of the city. Similar rectangular pieces in silver and copper are calculated at one tenth, and one hundredth the value of the gold piece.
-Population: ~213,000
-Unique Trait #1: Gardens of the Deep: The mysterious climate of the Sacori caves means that the city proper is almost entirely self sufficient given even a small effort. The native plant life of the caves providing more than enough in terms of crops all the safety of the inner chambers.
-Unique Trait #2: Lost City: Sacoris is hidden deep under the stone of Dragon's Spines large the mountain range. To even access the city one must travel through the perilous outer and intermediate chambers, it has not been uncommon in history for the road and beacons leading the way to the city to vanish in times of war. In the vast labyrinth of the Sacori caves some say the ghosts of ancient armies still wander, lost for all time.
-Unique Flaw #1 Twisted by Nature: The founders of Sacoris were without a doubt Human beings, but now the same cannot be said. Some argue the strange plants of the cave are to blame, others say it is the light of the strange crystal formations that allow those plants to grow. Whatever the cause the citizens of Sacoris are a separate species now, one to exist only in the safety of their one city. Fundamentally, they are a people apart from all others.
Unique Flaw #2 Isolation: The strange nature of its people and its even stranger location has turn others away from Sacoris, and subsequently the people of Sacoris have turned away from the world. One it was said the road to the city was bustling at all times of the day, but now it is lucky for a few souls to pass it in a week.
-Major Towns/Colonies: Please describe any smaller cities, towns, villages, or colonies under your city's control. -Major Castles/Fortresses: -Buildings of Interest: -Geographic Features of Interest: -Territory Description:
-State Religion: (If applicable. Either create your own religion or take on a major religion. If you design your own religion, I will add it to the religion tab above so other players might choose it. More than one religion in a state is ofc very possible) -Religious Information: -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Schools and Curriculum: (What forms of magic are common?)
-Military Details (Focus on unit types, ect. You can keep numbers vague)
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): -Persons of interest:
-History: (I will add key historical episodes to the history timeline above.) -Historical Relations and Greivances -Cultural Notes