Acherwihl

Welcome to Acherwihl, one of the grand fortress-cities of the Abergian Federation! Be you a traveler passing through on the grand roadway through our beautiful nation or a citizen of the city itself, all shall feel as welcome here as anywhere in Abergia.

## History

Acherwihl's founding can be traced all the way back to the very founding of the Federation itself. While this is a claim most of the other fortress-cities hold to Acherwhil makes a higher claim of seniority not only due to its proximity to the Federation's capital but also citing that due to its position next to the same river passing Stuh that they must have been founded nearly the same times. Often this position as one of the earliest cities is used as a point of pride for the citizens of Acherwihl, though it is far from the only one.

During the violent times known as the 'Origin War' Acherwihl rapidly became one of the most valuable strategic positions in the entirety of Abergia. Not only was it positioned to limit travel over the widest river crossing the Federation, to this day being one of the only places with a safe and secure bridge, but had also become one of the largest and wealthiest cities due to this same position. Acherwihl was perhaps the only city in the entirety of the war that was never conquered, it's only occasion of changing to a different side done in a diplomatic manner rather than violent. At the end of the war the fortress-city had honestly come out in the best way possible, with minimal damage and in a prime position to continue on as before.

## Settlements Laws

Aside from the laws that govern the rest of the Federation, Acherwihl has several more specific to the city and its surrounding area.

1. The city gates will be closed at the announcement of curfew. Only authorized persons will be allowed passage in or out of the city during curfew. Citizens and Travelers within the city during curfew are not requested to stay indoors, though it is encouraged due to the often freezing weather.
2. Any person entering the city agrees to, at the order of any town guard or official, be brought to the barracks and questioned on various, often seemingly odd, subjects. This is for the continued well being of Acherwihl and it is promised that only those found guilty of a crime during these questioning sessions will be detained any longer than an hour or two, all others will be thanked for their cooperation and released to go about their day.
3. Being a fotress-city Acherwihl may have to issue a state of security in the event of an upcoming attack and occasionally this is done as a training exercise. All citizens and travelers in the city when a state of security is declared are required to seek shelter in their homes or temporary place of residence. If they have neither temporary shelter will be provided at the barracks. Though unable to reach shelter on their own will be provided assistance, while those refusing to seek shelter will be arrested even during a training exercise.

## Settlement Qualities

-**Deep Traditions**

-**Defensible**

-**Militarized**

-**Fascistic**

-**Martial Law**

## Buildings

-**The Capital Building**: Situated in the center of town this large building acts as both the center of all governing as well as the personal residence of Lord Zeitzev. Like the various barracks and prison this building features a sturdy wall around it and is patrolled twenty-four seven by some of the best the town's guard has to offer. This building is not open to the general public.

-**Barracks 1, 2, 3, 4, and 5**: The city has no less than five barracks, four within the city's walls and one located just outside the southern gate. These act as housing and gather points for the town guard as well as being fairly wells stocked armories and, if the need arises, defensive positions during an attack.

**-Prison No.022 (The Ice Palace)**: This is the last place anyone in the city wants to end up. For most minor crimes a person might find themself staying in a cell in the barracks, but for those who have earned a slightly longer stay away from the general population they will be checked into Prison No.022. This structure is located outside the city gates, on a small artificial island in the rive which results in the structure being natural cold, hence it's unofficial title.

-**The Slow Potato Tavern**: There are a number of taverns around the city but none so highly recommended as the Slow Potato. Always warm it has become a popular stop for those travelers heading through Acherwihl due to the strong drinks and thick stew often ready there. The only complaint being that the owner, Guv, is about as cold as can be.

## Notable NPCs

-**Lord Rayt Zeitzev**: The governor of Acherwihl is a large man, hair beginning to grey and eyes bright from a lifetime of mirth and joy. He is described as a hard working and loyal son of Abergia, the joy he shows being the joy of being able to look out a window and see the good work he's done for the Federation.

-**Guv**: Owner, operator, bartender and cook of the Slow Potato. Guv is a man of few words, tending to give a nod or shake of his head as answers, or sticking to a word or two if needing to speak.

**-Captain Yesaulova Vlada**: The leader of the town guard and listed as one of their most deadly accurate marksmen as well. Captain Vlada is often seen moving in seemingly random directions through the town, though always ending up catching one of her patrols mid route to check on their progress.