Grom

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Description
The first signs of Grom is the site of an iron pole 30 ft tall topped with a foggy white glass sphere, an air clease orb that pushes away "bad air". From then on the haze gets worse. The lush vegetation of the middle lands gives way to endless fields razer sharp sickle scrub grass, the only plants capable of eking out a life in the harsh smoggy conditions. Upon cresting Bloodmarch Hill you will finally see the shrouded city, Grom.

Overhung with clouds of soot 1000 furnaces, hearths, and lights burn brightly giving showing the outlines of the vast city through the smokescreen. And above it all sitting in the sunlight like Mount Olympus double, The inner district of Pyre, populated and protected by buildings and walls of obsideon and basalt.

Demographics
Upon latest census decreed by the Ore King 625,000 souls live in Grom proper.
 * 47% dwarves
 * 25% humans
 * 20% Tabaxi
 * 8% others

Coin Exchange
As implied by the name this district is home to the very powerful banks of Grom as well as trade houses, markets hubs and guild halls. Like many of the more uppercrust districts The coin exchange has a network of air clense orbs lining the streets that push the polluting atmosphere up above passerby heads.

The Downwind
This district complete surrounds the base of mesa and is where the middle class call home and where outsiders come to visit. Home to popular taverns, shops and restaurants, the magic university, and the Library of Molendir. This district is protected by the smog by large mesa causing strong winds to plunge down the stone walls and wash away the pollution to the outer areas.

High District
Filling up the majority of the Mesa sitting above all the choking smog is the High District, home to many of the important buildings of Grom. The Palace of Crystal is the official home of the king of Grom. The Iron Courts are the highest judicial power in the lands. Lauded over by the Princip Occular, considered by many to be the 2nd most powerful man in Grom. The Stonekeep Records where all official records, documentation and history is filed away and kept. Promissory banks, a collect of ancient dwarven banks known for their secretive clients and treasure vaults so ludicrously filled with gold 1000 thief kings would need 1000 lifetimes to spend all of it Finally the Sparrow Cliff keeps is where only the most powerful or influencel of Grom's elite could possibly ever hope to live.

Military District
Parade grounds of Yellowed grass, fields of wooden and stone barracks, warehouses filled with grain, gunpowder, fuel, munitions and anything else Grom needs to survive a decade long siege.

Smoke Stack Distirct
Grom's oldest mines call this district home, hundreds of smoke stacks, from hundreds of factories, stick their heads high and plunge the atmosphere into chaos with their dark noxious fumes. The majority of Grom's working poor work in long asssembly halls, tending to boilers, drive hammers as big as a man's torso and other instruments of industry. Black Yephin is an infamous factory prison in the Smoke Stack District where "talented" inmates are forced to work on military and industrial projects.

Soft Labors
Home to more specialized industries such as precision machining, armorers, airship production, fuel processing, arcane arts and magical enchanting.

Stores and Wares District
Everything made in a factory or gets traded in spends at least some time in the massive warehouses of this district. Home of many local thieves guilds and organized crime that despite the draconian measures used to stamp out still finds ways to survive.

Temple District
Split between the top of the Mesa and the bottom. The temple district is where Grom's pyus go to worship their gods. The largest temple is a massive complex to Moradin and his children. A number of temples to the Dueger Dionarchs Abbathor, and Ladugur also are in this district backed by wealthy anonymous donors.