Empire of Seynorea
(Background |
Government & Economics |
Noble Families |
Notable Personages |
Inhabitants |
Defenders of the Empire |
Notable Places )
-
Background: The Seynorean Empire is the
largest single political entity on Ghoraja Juun. It encompasses all
of what is left of the central portion of the former continent of
Ashtalarea. The center of imperial power is located in the capitol
city Seynorea.
Seynorea, once known as Vicaard, was the capitol of the
continent-spanning empire once ruled by Carnax the Terrible. An
alien entity that once dominated much of Ghoraja Juun. After
Carnax's defeat, an imperial legate, Baron Kristoph Seynor, managed
to seize control of the core of what was left of Carnax's empire. He renamed the capitol city and thus was the
Seynorean Empire born.
Other major cities (Videssos, Karnak, Peridia, Y'Gora, Vhalzein,
Rovac), are ruled by Imperial Governors, smaller towns and large
villages by Imperial Legates, Mayors or village elders. Each of
these leaders report up to the next highest ranking official based
on geographic location.
Ex. Village Elder reports to Mayor, Mayor to Legate, Legate to
Governor, Governor to Minister of State - an official appointed by
the Emperor.
-
Government & Economics: The empire is nearly
self-sufficient. It contains vast quantities of natural resources
and exports both raw materials of all kinds as well as finished
goods. Imports are sparse, consisting largely of luxury and
specialty items. Despite its large size and penchant for political
in-fighting by the noble families the Empire's government is fairly
efficient. Obviously a level of corruption exists, but it seems to
have little affect on the day-to-day operations. The various
governmental bodies are policed by the Imperial Intelligence Agency,
which in turn is policed by a panel of nobles.
-
Noble Families: Perhaps the most interesting
aspect of the empire is the constant political maneuvering done by
the various noble families. The constant back-stabbing,
assassinations, and semi-private wars have been a favorite topic of
discussion by scholars for several hundred years. There are 56 major
noble families involved in the intrigues of the Emerald Throne
court. Each is constantly trying to gain an upper-hand/advantage in
a bid to gain control of various parts of the government, the throne
itself, or directly influence who sits on it. Undeclared 'House
Wars' occur constantly, often with the losing side begging for
imperial intervention or protection. Alliances can change daily,
with changes being based on anything from a grave insult to a simple
courtesy. Each noble house maintains its own private troops, often
supplemented by mercenaries. The Imperial Legions are forbidden from
entering into any 'House War' unless portions of the government or
the Imperial compound itself is under attack. Below is a list of the
major noble families and their house crests.
House Name |
House Crest/Colors/Coat-of-Arms |
House Name |
House Crest/Colors/Coat-of-Arms |
Corryno* |
Circle of 5 blue stars on gold
field |
Kurgon |
Golden gryphon on red field |
Varota |
Black panther on gold field |
Marikaas |
Crossed silver sabers over silver
crescent moon on white field |
DiVega |
Hand holding yellow flame on green
field |
Imyrr |
Purple circle on black field |
Blacktower |
Black tower on navy blue field |
Myranaar |
Black sunburst on gold field |
Dragonstorm |
Black wyrm's head on blood red
field |
Baradakus |
Green and gold cobra on black field |
Thorkle |
Yellow sun over crossed swords on
white field |
Chalcedaan |
Orca on sea-blue field |
Danneskjöld |
Double headed black eagle on green
field |
Dorada |
Tiger head on white field |
Albaren |
Red, yellow & green sunburst on
white field |
Wakeford |
Horned owl on white field |
Kondrak |
3 yellow triangles on white field |
Seynor |
Black eagle on white field |
Ravensheart |
Spread-winged raven silhouette on
red field |
Hightower |
White tower on pale-gray field |
Illesid |
Black-tipped crane on white field |
Bendraazi |
Blue and white quartered circle on
black field |
Disraeli |
Osprey on blue field |
Vhalzein |
Black chess knight on yellow field |
Kolvir |
Silver roses on black field |
Vanniaas |
Red Eye of Horus on black field |
Altheas |
Crimson and black scorpion on
silver field |
Belveruus |
Green snake in black circle on
dark-gray field |
Soros |
Merchant ship on navy blue field |
Kesrith |
Standing brown bear on yellow field |
Ramyrez |
Spread-winged phoenix on white
field |
Zakaad |
Bat over silver circle on black
field |
Shadowstar |
White 8-pointed star on black field |
Rowe |
Ram on blue field |
McCloud |
Brown stallion on navy blue and
white field |
Foxworth |
Fox on grass-green field |
Cogliosto |
Helmet, crossed pole-arms & scroll
in red circle on dark blue field |
Bettencourte |
White gryphon on red polygon on
gray field |
Juukata |
Blue sea serpent wrapped around
black trident on white field |
Morgenstern |
Black stallion on green field |
Rojhaan |
Spread-winged falcon on black field |
Blackpoole |
Stylized yellow diamond on black
field |
Cabra |
Lighthouse on sea-blue field |
Ginaz |
Steer skull on sand/tan field |
Kashfa |
Dual brown gargoyles on white field |
Crawforde |
Blue dragon head on white field |
Talan |
Eagle head on gray field |
Delon |
Yellow sun contained in red
crescent moon on white field |
Cluvonus |
Spread-winged Pegasus on light-blue
field |
Venada |
Eagle eating snake on green field |
Helstrom |
Encircled red star on black field |
Starflower |
Starflower over sword on white
field |
Occuda |
Crossed stylized keys on gray field |
Umfazi |
Black shield with lion head over 3
spears on green field |
Draakenmoor |
Silver serpent on dark green field |
Waterforde |
Ships wheel on light-blue field |
* Current ruling dynasty
- Notable Personages: See
Personalities page
- Inhabitants: The Seynorean Empire is home to
peoples of all races. While predominantly human, the largest
non-human populations are of Halflings and Kaardon. The Dagaat and
Elf populations are the lowest with Dwarves falling somewhere in the
middle.
Two large Dwarven clan-holds, Karak (Hill) and Zurak (Stone), fall
within the borders of the empire, but these remain independent and
do not answer to the Emerald Throne. Trade pacts have been forged
between the empire and these clan-holds, and relations remain
friendly though strained at times. Dwarves found outside these
clan-holds are usually from smaller, independent clans or outcasts.
Several of the larger forests are home to clans of Syndarin elves,
who generally avoid contact and fiercely defend their homes.
Maydarin elves are generally found employed as merchants, sailors,
adventurers or scholars. Naydarin elves, though few, may be involved
in anything. Taydarin elves are extremely rare and those few that
visit the empire will be ambassadors, powerful merchants or
adventurers.
Halflings in the empire can be found in all manners of employment.
They are the most-accepted of the non-human races and some hold
influential positions within the government. Many inns, taverns,
etc. have areas that are specifically catered to Halflings
(appropriate sized furniture, etc.)
Kaardon found with in the empire are generally employed as
mercenaries, sailors or adventurers. Small numbers of Kaardonese
merchants visit the empires though much of their dealings are
handled by hired factors.
The Dagaat population is almost exclusively found in the cities,
generally in the poorer areas. Most are either independent or
guild-based thieves, though some are employed by the cities to clean
sewers, hunt vermin, etc. Jobs generally disdained by the majority
of the population.
A small percentage of the population is made up of various humanoids
and half-breeds; Half-Elves, Half-Orcs, Hob-goblins, Orcs and even a
rare ogre may be found.
- Defenders of the Empire: For a nation of its
size Seynorea, except for its navy, has a relatively small military.
Most of the noble houses either employ mercenaries or have dedicated
house troops. The Imperial Legions, though small numerically, are
highly-trained and well-equipped. In times of war they are often
supplemented with mercenaries or with troops from the nobles houses.
The Emerald Guard, which are stationed in the two imperial
compounds, are among the finest soldiers in the world and
undergo 18 months of intense, rigorous training. They undergo
additional training three times per year with each training session
lasting up to one month. While the Imperial Navy, doesn't quite
match the standards of the legions, what it lacks in quality is more
than made up for in sheer numbers. The Imperial Seynorean Navy
outnumbers the navy of any other nation or city-state by at least a
two-to-one margin.
- Imperial Legions: The legions of the empire are highly trained
and well organized. There is a highly detailed and ordered chain of
command. Seynorean legions are similar to that of Earth's ancient
Rome. The headquarters of the Imperial Legions (the Legionarium) is
located in the city of Rovac.
An Imperial Legion's backbone is the Legionnaire (common soldier),
also known as a 'trooper'. Ranked above the Legionnaire is the
Senturian (Sergeant), the Daymon (Lieutenant), the Tribune
(Captain), the Precept (Colonel), General, and War Marshall.
A typical legion is built on groups of 10, 10 legionnaires comprise
a Squad, 10 squads comprise a Cohort, 10 cohorts comprise a Legion.
Along with the base groupings of 10 are the officers and other
support personnel. A Senturian is assigned to each squad, a Daymon
is assigned for every 5 squads, a Tribune is assigned for every
cohort, a Precept for every 5 cohorts, and a general for every
legion. A legion also maintains a cohort of engineers, a cohort of
artillerists, a cohort of support personnel (blacksmiths, teamsters,
priests, etc.) and two squads of pathfinders (scouts). This gives a
legion an overall size of nearly 1,500 men. The Imperial War
Marshall is the overall commander of the legions and has nearly
total control.
There are 15 complete legions (12 regular, 3 Imperial Guard) plus
several extra cohorts of Imperial Pathfinders, Cavalry, Engineers,
and Artillerists. Below is a breakdown of the legions and their
current home bases:
City/Location |
Complement |
Seynorea |
2 Legions - Imperial Guard, 1 Legion - Regulars |
Karnak |
1 Legion - Imperial Guard, 4 Legions - Regulars |
Videssos |
1 Legion - Regulars |
Vhalzein |
2 Legions - Regulars, 1 Cohort - Imperial
Pathfinders |
Rovac |
4 Legions - Regulars, 2 Cohorts - Imperial
Pathfinders, 2 Cohorts - Lt. Cavalry, 3 Cohorts - Heavy Cavalry,
3 Cohorts - Imperial Engineers, 2 Cohorts - Imperial
Artillerists |
A typical legionnaire is dressed in scale armor, carries a medium
shield, and is armed with a short sword, hand axe, dagger and a
sheaf of javelins. Three members of each squad are armed with short
bows in place of the javelins. A senturian is typically dressed in
chainmail, carries a medium shield, and is armed with short sword,
hand axe, dagger and a missile weapon of choice. Imperial Guard are
armed and armored as a regular trooper but are additionally armed
with halberds. All legionnaires are given basic instruction in the
use of spears/pikes to fend off cavalry charges.
The Imperial Pathfinders are the scouts/woodmen/rangers of the
legions. They are highly trained and usually act as an independent
unit or as an individual. They may additionally be used as
skirmishers or as additional Lt. Cavalry. Pathfinders are typically
dressed in leather (or studded) armor, and are armed with hand axe,
dagger, long bow and any other weapon of choice.
- Imperial Navy: As noted earlier the Imperial Seynorean
Navy is the largest known naval force on Ghoraja Juun. Although the
over-all quality of its ranks do not quite meet those of the
Imperial Legions, they are disciplined and well-trained. The main
naval headquarters, the Aquaticon, is located in the city of
Vhalzein.
An imperial naval squadron consists of five ships (1 Hurricane
class, 2 Shark class, 2 Swordfish class), a flotilla is made up of
three squadrons, and a fleet is comprised of three flotillas. Below
is a deployment listing of the Imperial Navy.
- "Hurricane Class" - The largest of the Seynorean warships,
they are usually assigned as a squadron flagships. There are a
total of 32 of this class ship, with one specifically assigned for
use by the Emerald Throne and one as the Grand Admiral's flagship.
The Hurricane is long (140') and broad (55' beam) with three
masts, but no oars, with 'castles' fore and aft. They typically
carry two large, three to five medium or small ship-to-ship
weapons, and may carry up to five squads of Imperial Marines. They
typically carry a crew of approximately 80 sailors.
- "Shark Class" - The mainstay of the imperial fleet. typically
two are assigned to each squadron, and three assigned to the
imperial flag squadron. The Shark class is 100' long with a 30'
beam. They carry two masts and can be fitted with oars if deemed
necessary. They carry 2 large and up to three medium/small sized
ship-to-ship weapons and carry a heavy ram. They also may carry up
to two squads of marines. Typical complement is approximately 50
sailors.
- "Swordfish Class" - These are the smallest and fastest ships
in the Imperial Navy, and are often used for scouting and coastal
patrolling. They carry a single mast and are armed with a light
ballista along with a crew of 15 sailors. In times of war they may
also carry a squad of marines.
- Imperial Marines - Imperial marines receive training similar
to that of a normal legionnaire, in addition to added training as
in seamanship. They are formidable opponents on both land and sea.
Marines typically wear chainmail (land-based) or leather (at sea)
and are armed with short sword, dagger, cudgel (belaying pin), and
either lt. crossbow or short bow.
City/Location |
Complement |
Peridia |
1 Squadron |
Videssos |
2 Flotillas |
Y'Gora |
2 Flotillas (1 over strength totaling 35 ships) |
Vhalzein |
4 Flotillas, Imperial Flag Squadron (10 ships) |
Rovac |
2 Squadrons, 1 Legion of Imperial Marines |
- Notable Places: Listed below are the major
cities of the empire as well as some other interesting locations.
There are many other smaller towns, villages, and hamlets scattered
across the empire. Only the high-points and important structures
will be discussed here.
- Seynorea - One of the largest cities on Ghoraja Juun,
Seynorea is the hub of most governmental activity in the empire. All
dictates of the Emerald Throne are issued from the imperial compound
and delivered to the various imperial governors, legates and agents
through the empire. The city is located in the center of a broad,
bowl-like valley in the Elosian Highlands. Most of the city is
surrounded by 20' walls, broken every 100 yards by a 30' guard
tower. The main (or Eagle's) gate is a mammoth structure with two
60' towers and huge, 30' granite doors three feet thick. The
imperial highway stretches northwest to Videssos and southwest to
Y'Gora. Outside the city walls, though away from the main gates, is
a maze of ramshackle huts, lean-tos, live stock pens and clapboard
houses known as 'Dirt Town'. The poor and destitute as well as some
of the more unsavory residents of the city make there home here.
Seynorea is a sprawling city dominated by three structures; the
Imperial Palace, Impertarium (Imperial Intelligence Agency HQ), and
the House of the Just Hand - largest temple dedicated to Aldamar on
Ghoraja Juun. The temple also serves as the main chapterhouse of the
Aldamarian Knights. The Imperial Palace sits atop a low rise in the
southern part of the city. It is an immense compound, covering some
1,000 acres. The compound's main gates open onto a large square
fronted by several temples. Directly across the square from the
Palace compound is the House of the Just Hand, a mid-sized, squat
castle of gray-white stone that bristles with defenses. To the right
is a temple of Iridala (Dove's Rest) and to the left a temple of
Zamora (Harvest Hall). Temples and shrines to most of the other
deities are located throughout the city. Radiating out from the
square are several streets lined with the houses of noble families
and powerful merchants. The more influential the family, the larger
and more ornate the house.
As with any large city, a powerful thieves' guild makes its home
here. The "Brothers of the Night" (members wear a necklace with an
onyx crescent moon beneath their clothing) control approximately 70%
of all illegal activities, a few smaller guilds (Moon Spiders,
Shadow Rats, and Black Wings) also exist and control the remainder.
All of the major crafts maintain guilds, and each guild has one or
more representatives in the Drokkarum, an organization that oversees
the business and mercantile activities in Seynorea as well as some
of the other major cities. The Drokkarum sets prices, wages, terms
of indenture and/or apprenticeship, almost anything that has to do
with commerce.
Obviously Seynorea is a hotbed of of political intrigue. All of the
major houses have either residences within the walls or estates
within a short trip from the city. The imperial court is filled with
rumors, secret meetings, saboteurs, subtle, but non-lethal
poisoning, nearly anything but out and out murder. On numerous
occasions members of various noble families have been attacked while
travelling through the city. A single imperial legion and two
legions of the Emerald (Imperial) Guard are stationed within the
city and Imperial compound.
Population: Approx. 550,000
Current Imperial Governor: Jyrlin Varota (L5 Mage)
- Videssos: Located amid shrub lands on a semi-protected
bay south of the Elosian Highlands and west of the River Reaching,
Videssos is one of four major ports (Rovac, Vhalzein and Y'gora
being the others) in the empire. An arm of the Imperial Highway
system stretches eastward from the 'Dawn Gate' to intersect with the
main north-south route out of the capitol in the small town of
Atnalta's Cross. Videssos' primary businesses are fishing, and
mercantile shipping. It is well known for its hotels, inns, and
restaurants specializing in seafood.
Videssos' layout is a confusing maze of narrow streets and alleys,
though there are two main thoroughfares' running east to west. The
harbor is large, and maintains facilities for ship repair and
construction. The city is also home to two flotilla's of the
Imperial Navy.
A large part of the northeast portion of the city is taken up by the
grounds of the White Hearth, the largest temple dedicated to Iridala
on the planet. The temple sits in the center of a large park-like
area and is considered one of the most beautiful man-made locations
in existence.
Population: Approx. 190,000
Current Imperial Governor: Dahlstrol Kolvir (L8 Ftr)
- Karnak: Nestled among low hills at the base of the great
mountain Grimspire, Karnak is the largest city in the empire and
possibly the largest on Ghoraja Juun. The city is surrounded by
immense walls 30' high and 20' thick. Guard towers 50' in height are
spaced along the walls every 200'. Three gates open up into the
city; The Wolf Gate (northwest), Dragon Gate (south) and the Lion
Gate (northeast). These gates are housed in huge bastions and are
made of steel-banded wooden beams 5' thick. The gates have also been
enchanted to be resistant to fire, lightning, acid and cold.
Branches of the Imperial Highway can be accessed via the Wolf and
Dragon gates.
The city is laid out in a pentagonal pattern, with the three gates
acting as 'points' and the 'base' butted up against the base of
Grimspire. There are two large avenue's that bisect the city. The
Avenue of the Emerald Throne runs north from the Dragon Gate through
the heart of the city. The Avenue of the Lion runs east-to-west
between the Wolf and Lion gates. Karnak acts as a secondary capitol
and contains the Emerald Manor, the summer residence for the Emperor
and his court. The walled grounds of the manor butt up against the
northern city wall and the base of Grimspire. To the east of the
Emerald Manor is the Tower Arcane - the Imperial Battle Mage
College/HQ. The Tower Arcane consists of a circle of seven towers
all interconnected.
Other buildings of note: The Lion's Den - largest temple dedicated
to Valan and main chapterhouse for the Order of the Golden Lion.
Located in the center of the city and surrounded by a large
park-like area. The Radiant Citadel - a temple of Illuvatar, located
northeast of the Wolf Gate in the midst of the Merchant's ward.
Smaller temples and shrines to most other gods can also be found
throughout the city.
Karnak is also a hotbed for political intrigue, second only to
Seynorea. Most of the major noble families maintain some sort of
residence within the city. A legion of the Emerald (Imperial) Guard
is stationed on the grounds of the Emerald Manor, and four Imperial
Legions occupy fortifications outside the city. The Brothers of the
Night have a strong presence here, controlling nearly 50% of all
illegal activities.
Population: Approx. 1,250,000
Current Imperial Governor: Istvan DiVega (L9 Ftr)
- Peridia: Located near the northern shore of the Sea of
Hope, southeast of Lake Elryz, Peridia is one of the smaller cities
in the empire. It is the empire's only port on the Sea of Hope and
plays a major role in the economic well-being of the southern
provinces. The land surrounding the city is mostly open and covered
in various types of short grasses. The land is nutrient rich and
excellent for farming. The city is surrounds by 15' walls broken by
guard towers every 300'. The city has two large gates, the Sun Gate
on the eastern side and the Gate of the Gods on the north.
Peridia is not built in any particular pattern or style, it follows
along the shoreline of the Sea of Hope. The streets are a jumbled
maze of curving streets and alleys. Peridia has only two buildings
of any consequence, a Temple of Droghaan, and the local HW for the
Imperial Naval squadron that is assigned here.
Population: Approx. 65,000
Current Imperial Governor: Vladimir Soros (L4/3 Rog/Ftr)
- Y'Gora: The city on the shores of a deep bay on the
western coast, along the northern bank of the Melor river. It is
surrounded by low (12') walls on the east and north sides. The south
and west sides are covered by a vast series of docks and wharves and
piers. Y'Gora is the largest of the empire's western ports and ships
set sail to nearly all parts of Ghoraja Juun. The land surrounding
the city is somewhat sandy, but nutrient rich, encouraging the
growth of large farms along both banks of the river.
The city is laid out in a simple grid pattern, with streets running
either north-south or east-west. This makes life much simpler for
the vast amounts of merchants and travelers that flow constantly in
and out of the city. Because of the vast amounts of merchant
traffic, Y'Gora is an extremely wealthy city, goods and services
come at a premium. Y'Goran's take pride in their home and for a city
of its size it is quite clean.
There are four parks as well as several museums and theatres spread
throughout the city. Much of the southern and western quarters of
the city are devoted to the sea and the industries it supports.
Warehouses, fisheries, shipyards, etc., any business that supports
or is dependent on the sea can be found in these areas.
Sizable temples to Droghaan and Zamora, as well as smaller temples
and shrines to Thordonar, Chyronn and Yranna are located within the
city walls. Most of the noble families who have any kind of shipping
and/or mercantile business maintain some sort of residence here.
In a city through which money flows at such a prodigious rate,
illegal activities abound. Smugglers, black marketers and the like
can be found if one knows where to look. The Brothers of the Night
and a newly formed guild, the Shadow Serpents, control all illegal
activity. The Drokkarum wields much power here, the merchants and
guildsman have a substantial influence on local politics.
Two over-strength flotillas of the Imperial Navy are stationed here.
Population: Approx. 150,000
Current Imperial Governor: Desmond Umfazi (L7 Rngr)
- Vhalzein: Situated near the shore of a deep inlet, south
of both the Corsay river and the Northwood, Vhalzein is a large,
sprawling city. The city is surrounded by walls 20' high and 10'
thick. Every 100 yards is a tall, narrow guard tower. Three heavily
fortified gates, in the north, east and south walls provide access
to the city. The land around Vhalzein is covered in a variety of
short grasses and is adequate for both farming and raising
livestock.
Vhalzein's layout can be confusing to those unfamiliar with the
city. Several large avenues bisect the city from east to west. But
in between these avenues are a warren of smaller streets and alleys.
At least 65% of all businesses in the city are somehow associated
with the Imperial Navy or the sea. There are numerous inns, taverns,
and casinos. The Aquaticon, or Imperial Naval Headquarters, towers
over every other building within the city walls. Temples dedicated
to Droghaan, Falkyr, Zamora, Tomival and Parnyx are spread across
the city. A vast series of shipyards, docks and piers cover much of
the city's western outskirts.
Vhalzein, being primarily a military town, has a relatively low
crime rate. The city watch is made up primarily of former sailors
and imperial legionnaires. A single Imperial Legion, and a cohort of
Imperial Pathfinders are stationed in a fortified outpost north of
the city. Four regular strength flotillas and the Imperial Flag
Squadron (10 ships) are stationed here.
Population: Approx. 85,000
Current Imperial Governor: Jared Marikaas (L6/L6 Ftr/Prst-Tomival)
- Rovac: Nestled in the pass of Shadows along the
southwestern coast, Rovac is more a city-sized fort than a real
city. With walls 25' high and 30' thick it is perhaps the most
fortified city on all of Ghoraja Juun. Guard towers 40' high are
spaced every 200' with lower, heavier emplacements for various siege
engines located in between. Four immense, dwarven-built gatehouses
provide entrance to the city. Each gatehouse is a 50'x50'x50' block
of granite. The top levels are crenellated and each gatehouse houses
an immense (8' thick) steel banded, granite gate with two
portcullis'. The land around Rovac is rocky, but fertile enough to
grow crops and raise limited herds of livestock.
Rovac is laid out in a diamond pattern, with a gatehouse at each
'point'. The streets are laid out in a uniform grid. Each 'quarter'
of the city is in affect a self-contained entity, with all essential
shops and businesses such as armories, blacksmiths, tanners, weapon
smiths, etc. The city's port facilities are self contained and
separated from the rest of the city by a walled-in 'highway'. The
Legionarium, or Imperial Legion Headquarters, occupies a fortified
keep in the center of the city. Temples to Droghaan, Falkir, Loric,
and Kalkin occupy predominant locations. The High House of Battle,
largest known temple of Falkyr also houses the chapterhouse of the
Knights of the Golden Blade. Rovac is also the base of operations
for several large mercenary organizations who have been allowed to
build outposts in the nearby countryside.
Rovac as almost no crime, largely because of the discipline of the
legionnaires. There is considerable trade for resources not
obtainable in the nearby countryside. The typical military
complement stationed in Rovac is as follows:
4 Imperial Legions, 2 cohorts of Imperial Pathfinders, 2 cohorts of
Imperial Lancers (Lt. Cavalry), 3 cohorts of Imperial heavy Horse (Hvy.
Cavalry), 2 cohorts of Imperial Engineers, 3 cohorts of Imperial
Artillerists.
Two squadrons of the Imperial Navy are stationed in the port and
several Imperial Battle Mages are always in residence here.
Population: Approx. 15,000
Current Imperial Governor: General Tyson Ravensheart (L12 Ftr)
- Castle Helstrom: Located on the southern tip of the Isle
of Mists, Castle Helstrom was once the southern most outpost of the
empire. Several hundred years ago the Helstrom family was forced to
abandon the castle because of numerous humanoid attacks. The remains
of the castle and town rest on a high cliff overlooking the Sunset
Ocean. Plans have been discussed to re-occupy the castle, but no
actions have taken place as of yet.
- The Hightower: Located at the western end of the Pass of
Dragons, the Hightower is the ancestral home of the Hightower
family. The Hightower is a large, fortified keep occupying the
summit of a large hill on the southern side of the pass. The soil of
the pass has limited potential for growing crops, though it is
suitable for raising heartier strains of livestock such as goats.
The town of Hightower has spread out from the base of the hill and
encompasses a large area of the floor of the pass. The town itself
has no walls, but several substantial fortified outposts are spread
across the mouth of the pass in its defense. Hightower is primarily
a mining community, providing precious metals and gems to the
western half of the empire. A small clan of Stone Dwarves (clan
Rockhammer), are key players in the welfare of the city. A small
thieves guild (a branch of the Brothers of the Night) control what
little illegal activities exists. Small temples to Falkyr, Thordonar
and Zur are some of the more notable structures. The defense of the
city falls primarily on the house troops and mercenaries employed by
House Hightower. Though the Rockhammer dwarves may be counted on if
the threat is great enough.
Population: Approx. 10,000 Current Imperial Governor: Baron
Walbrek Hightower (L6 Pal - Falkyr)
- Dragonstorm Castle: Located at the entrance to a large
valley at the eastern end of the Earthfast mountains, Dragonstorm
Castle, like the Hightower, is less a city and more a fortified
land-holding. The castle is the ancestral home of the Dragonstorm
family, and sits on three small hills with the city of Dragon' Gap
spreading out around it.
Dragon's Gap is surrounded by 10' high walls with 20' watch towers
spaced every 500' feet.
Though a thriving mining community, the soil around Dragon's Gap is
nutrient rich and crops grow in abundance. The city does much trade
with the dwarven clan-hold of Karak which is located deep within the
nearby valley. A couple of small Hill Dwarf families have taken up
residence in the city and act as agents for their brethren within
the clan-hold. Criminal activities are kept to a minimum, the
occasional robbery being among the worst crimes. There are small
temples to Thordonar, Zur, Zamora, and Aldamar in the city.
Like Hightower, defense of the city and the nearby countryside falls
to troops loyal to House Dragonstorm and any mercenaries they
employ.
There is a Parnyxian abbey located in the hills approximately 12
miles south of the castle. The priests and monks there make several
superb vintages of wines and brandies.
Population: Approx. 21,000 Current Imperial Governor: Baron Corum
Dragonstorm (L9 Prst - Zur)
- Urak: Located north-northwest of Vhalzein near the shore
of a deep bay, Urak was once one of the largest, most important
cities in the empire. It was a great center for learning and home to
several bardic colleges and schools of magic. In 568 AG a huge
humanoid army descended out of the Frozen Peaks and attacked the
city. The battle lasted two weeks, but in the end the city was
overrun and sacked. After the battle, Urak was abandoned, it was
deemed unsuitable for habitation. It is rumored that much of the
magical treasure kept by the various schools, colleges and temples
was never recovered.
In the years since its destruction, various humanoids and other
creatures have come to inhabit the ruins. Urak has become a favored
place for adventuring parties to test their mettle and hopefully
recover some of the lost treasure.
(Background |
Government & Economics |
Noble Families |
Notable Personages |
Inhabitants |
Defenders of the Empire |
Notable Places )
|