Districts
- Black Palace & Grim Tower - Two caern's topped by raths sit closely together within the western side of the city between the rest of the caern-rath and the grey hills that jaggedly tumble up to Áit an Bhróin. Caer ag Faire, the Grim Tower on the southern caern is the defense works of the city where the debt-militia is trained and where the nobility and upper class would seeks shelter during attacks. Caer Cóisir, the Black Palace on the northern caern is a palatial rath and less defensible, however, it is opulent and absurdly decadent. From the peak down are the darksome manors and high-homes of the upper class and nobility.
- Contorted Streets - Seated at the base of Caer ag Faire are the Contorted Streets; the dark slums and shanty towns where the lower class and the indentured make their homes. An appalling mix of filth-laden streets, workshops, open air markets and tumbledown homes. The air hear is heavy with the hopelessness of its inhabitants and even the buildings seem to sag under their never ending oppression. That its located directly beneath the primary military fortification and adjacent to the circus coliseum is little wonder. Forays from both come down into the contorted street in a mock parody of a wild fox hunt to gather up any indebted inhabitants and force them into the militia or the twisted games of the circus.
- Shrouded Wharfs - Beyond that is the Shrouded Wharfs where the shorestalker carachlinn make birth their vessels. Here, they offload the pilfered goods and stolen peoples from various places across Trynnalta. Stolen goods and product are auctioned quickly and loudly in the vast markets that crowd around the crumbling docks, and what people aren't lucky enough to find patronage from the caern-rath's elite are dumped into the diseased gutters of the Contorted Streets.
Guilds & Factions
Aryngol is filled with a contentious and fractious people who often split into cliques that come and go with the season, but here are some of the more consistent organizations:
The Unknown oversee the political and economic affairs of the city. The only job in the city that cannot be passed off to the serf caste, it does not stop the leaders from debauching themselves during council, however. Each gathering is a decadent party, a thin layer of gilt-leaf over a mire of treachery and espionage. To that end much of the Courts' reach extends into the city itself where agents and assassins on government command push their patrons' agendas.
Aryngol would not run if it wasn't for the thousands of oppressed and broken that grind its daily bread. However, the masses that keep the city grinding forward require oversight which is why the Taskmasters' Guild was founded. Comprised of Huldufolk and their Boggart underlings the Taskmasters' Guild is responsible and remarkably adept at controlling the disenfranchised caste of the city, whether it be for labor or for war.
While the caern-rath does in fact sponsor a sizeable conscripted army and scout corp. it uses these primarily for defense of Aryngol herself. Stalking the streets of Aryngol and, in fact, the streets of many caern-raths are the Blades of Verithul, a shadowy organization of assassins and spies that ply their trade at the behest of the senate or anyone willing to pay their outrageous fees. However, you get what you pay for and many petty schemes have been resolved by the poisoned blades of Verithul's disciples.
Less an organization and more a loose mass of pirates, cutthroats and slavers; the harbor of Aryngol is home to the worst of the worst of carachlinn. Colloquially referred to as Shorestalkers, there isn't a caern-hearth or dale safe from the predations of these pirates on the broken shores of the Inis. Each one is an independent entity and they typically are short-lived as their preferred professions are dangerous and, understandably, confrontational. While the Huldufolk nation does not officially support piracy or slavery, it feigns ignorance in the matter of its pirates. After all, they can't watch every single wharf, can they?
Geography
The twin caerns rise up over the low ground caught between them and the sea-line, the caern-rath proper rises up from this low ground along the northern most caern while the shanty towns sprawl out against the southern walls. Past the western walls jagged, mountain terrains sweeps down the peninsula towards the awful grey hills of haunted Áit an Bhróin. Sweeping along the southern edge of the land that Aryngol controls are the twisted pines and trees, scattered across the rolling hills that signal ones arrival at Coillte ag Screadaíl.