Filemonte

## Description:

The city of Filemonte is the largest WRE city on the continent of Westerland, and acts as a massive symbol of civilization and advancement for the settlers and citizens of the Known World. The city sports many of the luxuries that the normal citizens of the world do not have access to, and is a beacon of hope for the settlers of Westerland. The city's ports bustle with constant activity, the bars and taverns are often full of hearty patrons, and thousands of entrepreneurs and settlers make their way through the city on a daily basis. Filemonte is a symbol of Westgaardian prosperity and the benefits of civilization under the WRE.

The city of Filemonte sits in a temperate rainforest, and enjoys mostly warm weather with the occasional rainstorm or hurricane. The city sits a few miles from the banks of the Wenqinan River, which feeds out into the ocean and provides water for several settlements.

### Features:

1. Transerdic Gondola Station: A massive station used by the intercontinental series of sky-based gondolas; this station is the only one in Westerland, and is responsible for transporting citizens and settlers of the WRE from the Sky-Islands to Filemonte.
2. Soundproof City: Due to the presence of the Locke-Key Cannon, the city requires that all buildings be made soundproof so the deafening boom of the cannon doesn't permanently harm the city's residents; in addition, all glass in the city is actually thick plexiglass, used to prevent windows and screens from shattering at the gun's use.
3. Warden "Hunting Lodge" HQ: An imposing building that sits at the center of the city of Filemonte responsible for housing the Wardens and their primary dispatch center, in addition to much of their leadership.
4. Locke-Key Cannon: A massive railway cannon designed by WRE state engineers to be an intercontinental weapon, used to quickly distribute the materials and orders of the Wardens across the city of Filemonte; the weapon fires shells as big as tanks, the sound of which can be heard from miles away. The gun uses the top-of-the-line artillery technology in the form of rocket-assisted ordinance to reach an effective range of around 1,000 miles; as a diplomatic gesture, the gun was built in such a way that it could not be turned to face the ocean, preventing anyone from potentially using it to target the Known World.
5. Reddington Detective Agency HQ: A simple building with a large sign above the door, accompanied by the sizable entourage of Reddington mercenaries, signals the presence of the RDA headquarters building, from which all the company's cases are negotiated, accepted, and declined.

### Local Government:

Filemonte's local government operates the same as any other WRE city, overseen by a Mayor and his staff. The city is almost identical to any other WRE city, save for its presence on the ground instead of high in the sky. Due to Filemonte's previous status as a colonial city of the Republic of Truseau before it was then occupied by the Kodian Empire during the War of Vile Men, much of the Truseauch culture remains in the city's roots. The city's officials are rumored to be corrupt, relying on the city's easy access to the Reddington Detective Agency to make sure that none of their dirty business gets revealed.

### Local Organizations:

1. Wardens: A WRE-subsidized guild of monster hunters that are charged with culling the population of mutants (sentient and otherwise), as well as the dangerous local flora and fauna that inhabits Westerland's untamed sections.
2. Reddington Detective Agency: A mercenary company used by the wealthy as bounty hunters, assassins, and thugs for hire.
3. Society of Boundless Mechanics: A guild of mechanics, engineers, scientists, researchers, and curious individuals that have dedicated their lives to the furthering of knowledge at any and all costs, regardless of the moral compass of their neighbors.

### Local Religious Groups:

1. Great Spherical Church: A polytheistic organized religion famous throughout the Known World, but often rejected and persecuted in the WRE for its obvious cultist tendencies, obsession with esoteric or occultist topics, and their violent disposition when presented with a heretic (True Sinner) or nonbeliever.