Martair

Martair is a hamlet in Chrichheim, Empire of Man. It sits in the Deas area of The Lowlands. The hamlet has a population of 260.
Martair was established just after the end of the Emergence War. It served as a trading post between the Imperials and the Dwarves of the Monav Urngorr. Today, it remains a prominent settlement for Imperial-Dwarven trading routes but, more recently, the hamlet has also expanded into mining coal - a resource that has proven invaluable to both the Empire itself as well as their Dwarven neighbours.
Fort Martair, a small Imperial fort and barracks, can be found to the south and is tasked with protection both the hamlet and its immediate trade routes.
== Characteristics ==
=== History ===
It is believed that the area where Martair now stands was settled by pre-Imperial tribesmen thousands of years ago, as indicated by the old standing stone that remains. However, the settlement as we know it today wasn't founded until after the Emergence-War. The original Fort Martair was constructed in the aftermath of the conflict and, as often happens, the hamlet grew around it. During the Imperial Civil War, even despite Chrichheim's neutrality, the original Fort Martair was attacked and destroyed during an internal clash between pro-Royalist and pro-Republican clans.
During the Age of the Republic, Martair was devastated by multiple plagues. In response, local authorities quarantined the hamlet and plague victims were euthanised. Luckily, Martair recovered and the trade routes reopened. The plague, though a horrendous crisis, did little to stem Martair's economic growth and, shortly after their reopening, the current Fort Martair was constructed.
=== Geography ===
Martair is positioned in an area marked by gentle rolling hills and fertile valleys. The hamlet is bordered by small forests that provide necessary resources and a barrier against the elements, with the nearby pond facilitating both a water supply and a small source of local fish farming. This geographical setup has been pivotal in establishing Martair as a key trading post, enabling safe access for traders and travellers alike. The climate is temperate, contributing to the area's lush vegetation and supporting a stable agricultural output that complements the hamlet’s trading and mining activities. Interestingly, the hamlet experiences a strange weather phenomenon that sees it experience relatively warm winters and cool summers. Generally though, Martair's weather experiences no extremes and is often mild.
The surrounding terrain is also rich in coal deposits, which have recently become a significant part of Martair's economy due to the expansion of mining operations. These mines are located just a short distance from the residential areas, ensuring that they are integral to the community’s economic landscape without encroaching too heavily on the day-to-day life of its inhabitants. To the south of Martair, Fort Martair stands on a slight rise, offering a strategic vantage point over the area and ensuring the security of the hamlet and its vital trade routes. This fortification not only protects the hamlet from potential threats but also reinforces the importance of Martair as a hub in Chrichheim's Imperial-Dwarven trade network.
=== Economy ===
As a pivotal trading settlement post-Emergence War, Martair has flourished by facilitating trade between the Imperial lands and the Dwarven clans of the Monav Urngorr. This trade includes the exchange of goods such as crafted metals, precious stones from the Dwarven mines, and agricultural products from the fertile lands of Deas. In addition to trade, the recent development of coal mining has added a significant dimension to the local economy. The coal mines not only supply fuel to the Empire and its Dwarven allies but also attract various supporting industries, including smithing and engineering. The presence of Fort Martair also contributes economically, providing employment and security that support the local marketplaces and inns.
=== Culture ===
Martair's celebrates a range of traditional festivals, which often commemorate the alliance between the Imperials and the Dwarves. These events are marked by a fusion of human and Dwarven cultural elements, featuring traditional music, dance, and the culinary delights of both races. Storytelling and theatre are also cherished traditions in Martair, with tales of ancient wars, mythical creatures, and legendary heroes passed down through generations, often recounted or performed during community gatherings at the local inn. The integration of mining into daily life has also influenced local customs, with miners' festivals and the celebration of the earth's bounty becoming key components of the annual cultural calendar.
== Trivia ==
* Martair is loosely based on the real-life town of Ayr, Scotland.
* The original name for Martair was Martyr and was intended to be a significantly darker place, but this was changed shortly into development to better reflect the wider tone of Chrichheim.