> [!infobox| right wikipedia]
> # Vinsklar
> ![[Medieval Town - andreas rocha.jpg|cover hsmall]]
> ##### Geographical
> | | |
> | ---- | ---- |
> | **Planet** | Jord |
> | **Continent** | Adenland |
> | **Region** | The Mountains |
> | **Districts** | 4 |
> ##### Government
> | | |
> | ---- | ---- |
> | **Government** | Oligarchy |
> | **First Citizen** | Grimulf |
> ##### Miscellaneous
> | | |
> | ---- | ---- |
> | **Population** | ~20 000 |
**Vinsklar** is a skycity, currently the largest city in the world at over 20 000 people. Built within a massive cave overlooking a narrow gorge, Vinsklar is the trading capital of the Mountains. Its central location makes it a stop-off point for most travel through the area, and its merchant-leaders have made every effort to build the city into a free-trade paradise. As a result, it is the very epitome of a market city, where anything can be bought and sold and everything has a price.
# General
Vinsklar was founded in 3022 VL by merchants and traders who fled the restrictions and regulations imposed by the priests at [[Gudesberg]]. The city is located about 3 miles into Merchant's Gorge, a large but narrow canyon between two mountains, with sheer vertical sides and a floor shrouded in mist and darkness. At Vinsklar, the canyon widens considerably, and a massive cave opens up into the north wall. The city is built within the cave, right up to the cliff edge, with airship docks and piers extending out over the abyss. The wind whipping through the gorge turns turbulent and treacherous in the open space outside Vinsklar, creating strong currents in chaotic patterns. Many airships were wrecked before a large windbreak was built across the chasm. However, the memory of the perilous winds lives on in the city's name, which means _cave of wind_.
Vinsklar is a large, prosperous city, partly due to being Haakon's base of operations before [[Prosperity]] was launched. The city's leaders have always focused on free trade and ease of commerce. No fees and no taxes means that businesses of every kind flourish within the city's vast marketplaces. Any conceivable good or service can be found, for the right price, and every day fortunes are made and lost, subject to the whims of capitalism's invisible hand.
The cave has a nearly flat floor, making it ideal for habitation, and is large in all dimensions, running quite deep into the rock. A large glowing orb, the Auriphane, is chained to the cave ceiling, bathing the city in sunlight despite the weight of the mountain above it. This alchemical marvel, created at the university, is also known as the Sunsphere, and although it dims at night, it never goes completely dark.
Vinsklar is ruled by a Council, or Raed, of the wealthiest merchants and businessmen in the city. Any sitting Raedman can be challenged by a newcomer who believes they are more worthy. An Arbiter of Rhetios conducts a precise accounting of each party's holdings, and the one shown to be richer is given the seat on the Raed, while the disgraced party is fined a substantial portion of their wealth for their misplaced pride. The most successful Raedmen donate lavishly to the city's public works, to demonstrate that they fear no challenge. The Raed elects a leader from among themselves to speak for the city as First Citizen Among Equals, a position currently held by [[Grimulf]].
Vinsklar's water is supplied by the River of Trade, far below on the canyon floor. Water elevators continually haul buckets of water up the cliff face to the cave's mouth and dump it into sluices and cisterns. Some of the water is used there in the Market Quarter to resupply airship engine boilers, while the rest is carried through a network of pipes to fountains and wells carved into the rock. Vinsklar grows no food of its own, save for odd varieties of fungus in the Junk Yard, and all of its food comes from external trade. There is no sewer system in the city, due to the difficulty of excavating such tunnels in the solid rock, and each building is obliged to contract with private waste management companies to empty the privies and chamberpots each day.
## Market Quarter
The largest district of the city is the Market Quarter. This district is almost synonymous with Vinsklar to most outsiders. It occupies the southern portion of the cave, including most of the docks and other structures at the cave's mouth. At the edge of the city, most facilities are catered toward general trade: docks, warehouses, longshoremen and porters, airship hangars and repair bays, and the like. Farther north, the Market Quarter becomes a bustle of shops, stores, market plazas, and other businesses. Any good or item from anywhere in the world can be found in these streets and alleys. Many who visit Vinsklar never leave the Market Quarter, for it caters to every and all material need. Many store owners sleep in lodgings above their establishments or simply in the back rooms, and there are also many inns, taverns, and boardinghouses for workers and visiting traders. The Hall of Arbitration, where Arbiters of Rhetios can be found, is located in the centre of the Market Quarter.
## Industrial Quarter
Vinsklar is primarily a city built on trade and exchange, and is not often known as a place where goods are manufactured or created. Yet it does have a bustling productive economy, primarily based in the Industrial Quarter in the east of the city. This district has always been dominated by Lord Haakon's interests, and even after the launching of Prosperity, his heavy industries are still located here. Large, steam-powered automated manufactoria mass-produce airship engines, cannons, and other bulky metal items in assembly lines, with only minimal human supervision; most of the employees at these manufactoria are security. Other Vinsklar magnates have built their own manufactoria here as well, but lack the sophistication to fully automate their processes. The Industrial Quarter does have some housing units for manufactorium workers, but generally lacks many of the institutions one would expect to find in a typical city district, as it is almost entirely focused on the manufactoria. Other unpleasant activities, such as the waste management operations, are centred here as well.
## Civic Quarter
The Civic Quarter, in the north, caters to the upper class of Vinsklar. The members of the Raed and other very wealthy merchants live here. This district abounds in public works such as ornate fountains, intricate statues and murals, and welcoming plazas – all commissioned by the rich and donated to the city in a display of magnanimity. There is a large playhouse here and also the cathedral of the priests. The university is also located here. Interestingly, City Hall, where the Raed meets, is not entirely within the Civic Quarter, but in fact sits on the border between the Civic Quarter and the Market Quarter, demonstrating the importance of trade in the city's life.
## Junk Quarter
The Junk Quarter is the oldest part of the city, lying to the west, near the windbreak. It was here that the winds were calmest, so the first docks were built here and the city began from there. However, after the windbreak was built and the currents came under control, the city core gradually moved east to occupy the more central part of the cave. The older section was simply left abandoned by those who could afford to move. For those who could not, the choice was to adapt or to die. They began operating less savoury and upstanding businesses: professional thieves, procurers of blackmail, and even the occasional assassin. However, a city as cutthroat as Vinsklar has no lack of demand for such services, and so the Junk Quarter remains as industrious as the rest of the city, despite receiving no attention whatsoever from the market authorities. Due to this strange sort of isolation, the Junk Quarter is almost a city within a city, with parallel sets of services and institutions serving its unique clientele. Gearsmithing rings, where gearsmiths build powerful constructs and battle in vicious combat for sport and money, are also located here.
## The Scrapyard
The rear of the cave, north of the Civic Quarter, was used by Haakon's engineers as a dumping ground for waste and failed experiments. Dumping into the River of Trade is frowned upon, so airship wreckage and other jetsam were transported here as well. Vinsklar's poor congregated here when they were forced out of the Junk Quarter, subsiding off the abandoned wreckage and the fungi that grow in the rear of the cave. The Scrap Yard's population grows every time a business owner stakes too much on a risky venture, or when an employee is fired for stealing and their name passed around town. Few ever leave the Scrap Yard for better prospects. Eventually, a wall was built to enclose the Civic Quarter from any incursions from the Scrap Yard.
## The Chasm
On the far side of the chasm is a large, flat area adjacent to the windbreak. This is the old construction site of Prosperity, where the city was built in parts before being flown out of the chasm and fixed together. The area is still littered with old structures and metal scaffolding. Haakon owns the land but has no immediate use for it. %%Some circles of radical biomancers are using the construction site as a clandestine base for their human experimentation.%%
# NPCs
List important NPCs here.
# Travel
tbd
# CAMPING
C – Commerce (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics
A – Agriculture (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants
M – Military (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports
P – Philosophy (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums
I – Industrial (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers
N – Nesting (Housing and Civil Engineering) - Residential Areas, Inns/Hotels
G – Government (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks
## Commerce
**C - Commerce** (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics
## Agriculture
**A - Agriculture** (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants
## Military
**M - Military** (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports
## Philosophy
**P - Philosophy** (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums
## Industrial
**I - Industrial** (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers
## Nesting
**N - Nesting** (Housing and Civil Engineering) - Residential Areas, Bridges, Parks, Inns/Hotels
## Government
**G - Government** (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks