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Aspiring Emperor Quest Province Info #1

Apr 21st, 2014
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  1. - - - - - - - - - - - - - - - - - - -
  2. Aspiring Emperor Quest Province Info
  3. - - - - - - - - - - - - - - - - - - -
  4.  
  5. This pastebin will contain information about the provinces on the world map. It also contains explanations about the resources and locations in provinces. Provinces are broken down by the region they are in.
  6.  
  7. Quick navigation can be done by using Ctrl+F plus either the name of a province preceded by '///' (e.g. '///Harrowmont' without quotes) or the faction name preceded by a '#' (e.g. '#Taour' without quotes).
  8.  
  9. Pastebin Masterlist: http://pastebin.com/6Su7M3fh
  10.  
  11. --------------
  12. OTHER EDITIONS
  13. --------------
  14.  
  15. This is the Thread XXVI edition of the province info of AEQ.
  16.  
  17. A master pastebin with links to all editions for all bins is below.
  18.  
  19. http://pastebin.com/6Su7M3fh
  20.  
  21. NB: All content added since the most recent edition has a #NEW# tag above it. Use Ctrl+F to find new content this way.
  22.  
  23. IMPORTANT: This pastebin was split from the general pastebin. Check the master bin linked above to find the old general bin.
  24.  
  25. -----------------
  26. TABLE OF CONTENTS
  27. -----------------
  28.  
  29. 1. Notes
  30. 1.1. About Provinces
  31. 1.2. Location Descriptions
  32. 1.3. Resource Descriptions
  33. 1.4. Legend
  34. 2. Quest Map
  35. 3. Darlesia
  36. 4. Termina
  37. 5. Shropham
  38. 6. Ahm
  39. 7. Worremburg
  40. 8. Gespad
  41.  
  42. --------
  43. 1. NOTES
  44. --------
  45.  
  46. ///1.1. About Provinces
  47.  
  48. This information is being presented in this format in the interests of abstraction and to limit the amount of detail players must be aware of. It is important to note that the scale of the quest is increasing, such that trying to involve each major town and castle in a province would be too unwieldy - each hex on the region map is more than 2,500 square miles, containing a dozen castles and a dozen towns each on average.
  49.  
  50. As such, resources (except major ones and location specific ones) can be assumed to be present (e.g. food) and conquest of provinces is based more around routing the enemy military presence and seizing major landmarks, and then following through with occupation and force projection within the territory (i.e. put men in said landmarks and have them start collecting taxes, enforcing the law etc). Similarly, unless the players have a particularly brilliant idea, it can be assumed economics will be handled normally with player interaction taking place at a high level (e.g. taxation levels). This quest is about being an emperor, not the lord of a manor or a bureaucrat.
  51.  
  52. #NEW# Added this part
  53.  
  54. Furthermore, natural resources do profer economic benefits (which leads to tax benefits). Some natural resources can be cultivated (e.g. olives and coffee) but may take many years in-quest. Garrisons must also be developed separate to the standing army.
  55.  
  56. #NEW# Completely new. Note that there are now many different types of location.
  57.  
  58. - - - - -
  59.  
  60. ///1.2. Location Descriptions
  61.  
  62. FACTION CAPITAL
  63.  
  64. A location marked with this is the seat of power for a faction. Many affairs of state take place here, very important people abound and seizing it will be both difficult and very rewarding.
  65.  
  66. CITY (15K+ PEOPLE)
  67.  
  68. A settlement with between 15,000 and 1,000,000 people is considered a city. Due to the rapid urbanisation of the setting and the limited numbers of mages, cities tend to be few but large. Cities are the home to very large tradeable economies (and potential tax revenue), mage towers (approx. 1 tower of 100 mages per 50k people) and usually magitech foundries. It is important to note that although there is a significant rural population in the province a city is in they cannot feed the city alone (as urban populations eat much more than rural ones). You will need several 'feeder provinces' without cities to support a city.
  69.  
  70. METROPOLIS (1M+ PEOPLE)
  71.  
  72. A settlement with more than 1,000,000 people is considered a metropolis. There are only a handful of cities this large: Ahm, the magic capital of the world; Spitzeilig, the home to the most powerful royal family; Malataine, a very large religious and scholarly city; Isaur, the ultimate seat of power of the Three Lords and their kin. Metropolis' are not only very heavily defended but are incredibly unique and profer special bonuses from controlling them. E.g. controlling Ahm provides enormous bonuses for mages and magic in general.
  73.  
  74. MAJOR TOWN (1K+ PEOPLE)
  75.  
  76. A settlement with more than 1,000 people is considered a town. Although there are typically many towns in a province, only one or two major towns are listed for conquest. Towns are typically rural hubs with smithies and other services required for the population. Towns listed like this are generally lacking in defenses barring a weak wall or some guardhouses. Provinces with major towns increase order faster.
  77.  
  78. CASTLE-TOWN
  79.  
  80. A town that has a castle and strong defenses (e.g. big, thick stone walls) is called a castle-town. Castle-towns are good for defending a province and garrisoning troops in but are not as useful as a standard castle (in most cases). Provinces with castle-towns increase control faster.
  81.  
  82. PORT TOWN
  83.  
  84. A town that also doubles as a major port. Port towns are vital for trade. They will be important for any naval ventures or battles and provinces with them receive increases to order from more trade and decreases from decreased trade.
  85.  
  86. CASTLE
  87.  
  88. A castle, fort or large-ish fortress located in a province. They are very useful for basing troops and defending against attacks from. Castles are often vital to defending resources in less well populated areas. Castles increase control in a province but magnify negative impacts on order.
  89.  
  90. FORTRESS WALL
  91.  
  92. Sometimes very large and long walls are constructed, typically with fortresses or guard towers lining them. These are known as fortress walls. Fortress walls are very good for controlling travel through a province and forcing engagements but are not that useful otherwise.
  93.  
  94. STRONGHOLD
  95.  
  96. Very large fortresses that often contain towns are considered strongholds. Rather than being a town with a castle and walls, a stronghold is first and foremost a fortress that has so many people operating it that it is also a town. Strongholds are easy to defend and excellent for force projection. They increase control and limit negative impacts to control and order. A province with a garrisoned stronghold does not suffer order penalties from being on a warfront.
  97.  
  98. OPEN FIELD
  99.  
  100. Sometimes the most strategic location in a province isn't a town or castle, but a field that operates as a thoroughfare to major areas or enables easy military domination (e.g. a plateau that could be encamped to enable coverage of the province's highway). Such fields could be readily developed to suit their advantages.
  101.  
  102. TRADING POST
  103.  
  104. A market separate from a town, a racial trading outpost or a corporate depot - trading posts are economic in nature with few permanent inhabitants. They may have light defenses and a garrison but they are primarily for trade. Trading posts tend to attract travellers and foreign merchants who want to avoid taxation and bureaucracy. They provide a localised economic boost but hamper efforts to increase control.
  105.  
  106. MAJOR BRIDGE OR FORD
  107.  
  108. Sometimes the only efficient way to cross a province is to cross a large bridge or ford. These locations are easily defended and often feature guard posts and fortifications. The bridge itself can be used as a checkpoint for trade but serves no other strategic purpose.
  109.  
  110. TEMPLE OR MONASTERY
  111.  
  112. Although religion is not a big thing in Gauron it is still present. Furthermore, monster-exterminating monks also have their own places to live. A temple or monastery listed in a province is usually of significant size. The temples serve as a touchstone with the faction or religion they are associated with. There may be negative repercussions for attacking a temple or monastery.
  113.  
  114. PLACE OF POWER
  115.  
  116. A place of power connected to a Source. If the PoP is connected to a Source under your control you can claim it for that purpose. Otherwise, mages and magical beings can claim PoPs for their own ends - although they are not well known of, the magical energies of a PoP can be channeled with great effectiveness.
  117.  
  118. SOURCE
  119.  
  120. See section 6.7. of the lorebin. Most Sources are inactive but you control an active one underneath Harrowmont. It is vitally important that you retain control of this Source.
  121.  
  122. #NEW# Completely new.
  123.  
  124. - - - - -
  125.  
  126. ///1.3. Resource Descriptions
  127.  
  128. WHAT DO RESOURCES DO?
  129.  
  130. The purpose of a resource will be denoted in its description. If it is not, then assume it is an economic resource. Economic resources provide economic benefits due to the fact local production avoids large amounts of tariffs and external transaction costs as well as the export income. A resource can only supply so much population - to receive the full benefits of it you may need to seize more resources.
  131.  
  132. MINES/QUARRIES
  133.  
  134. Mines and quarries that provide metals, ores and stone of varying types and quality. Types of metals and ores are not separated out as the two main locations of mines and quarries are filled to the brim with large amounts and variety of them (including gold, iron, copper etc). Rarer metals, such as the three types of living metal, will be separately denoted if found.
  135.  
  136. MAGE TOWER
  137.  
  138. Although the vast majority of mage towers are located in cities there is the occasional one in rural areas. These are usually schools or towers set up by local lords. They operate the same as a regular mage tower.
  139.  
  140. FISHING
  141.  
  142. Abundant supplies of fish provide food production bonuses in this province.
  143.  
  144. SALT MINES
  145.  
  146. Salt is a very popular resource. Although sea salt is plentiful, magical extraction of rock salt can compete on a price basis. Note that many salt mines were expanded in this way a very long time ago and haven't been invested in for some time due to poor anticipated returns.
  147.  
  148. OLIVES
  149.  
  150. Olives are largely produced in the RSK, who are also the largest supplier of olive oil. Although olives are not heavily consumed and are sensitive to price increases, olive oil is heavily consumed and largely inelastic. Converting olives to olive oil may be worth an investment - note that olive oil production is a separate resource. Olive trees take between 5-10 years to begin producing if well cared for but can last for a thousand years.
  151.  
  152. LAVA VENTS
  153.  
  154. Geothermal vents and direct sources of magma that can be accessed easily from the surface. They may be useful for magic or developing a power source. The dwarves often operate underground with access to these, so they may be of help.
  155.  
  156. FLOODPLAINS
  157.  
  158. Areas of land that are inundated with water at very times of the year. Floodplains boost the food production of the province they are in but can restrict movement of military depending on the time of year.
  159.  
  160. OVERGROWN FORESTS
  161.  
  162. Although Gauron is heavily developed, there are still large tracts of land that are filled with forest. Forest lowers the amount of arable land in a province (and thus its food production and maximum supported population). It also serves to slow down the movement of armies and is excellent for defense and ambushing. There may be hidden surprises in forests as they are often not well explored.
  163.  
  164. COFFEE
  165.  
  166. Coffee is a very popular product in Gauron and is largely produced in the north-eastern areas of Gauron. The slightly reduced fertility of the land close to the Magi Line mountains only has an effect on the coffea plant when too close. Coffea plants take around 5 years to begin producing but can last for 50-100 years.
  167.  
  168. NATURAL SPRING
  169.  
  170. In an area with little water a natural spring is vital. In those with plenty, a natural spring merely produces mineral or spring water. There may be a possible economic use for this.
  171.  
  172. MAGITECH FOUNDRY
  173.  
  174. Magitech foundries are vital for the production of magitech. See the Empire Pastebin for details on foundries under player control.
  175.  
  176. - - - - -
  177.  
  178. ///1.4. Legend
  179.  
  180. Name: Given in the format of ///<Province Name>. This is the name of the province.
  181. Owner: The name of the faction controlling this province preceded by a #.
  182. Control: The level of control the owner has. The lower it is, the lower their ability to collect taxes, enforce tarriffs and catch dissidents. Rises with military deployment - temporary deployment can raise it quickly, but only garrisons can keep it high. Can be lowered by crime and enemy nations.
  183. Order: How unruly the residents of this province are. The lower it is, the more likely they are to revolt or refuse to pay taxes or provide labour. This relates to how happy they are with your rule and actions. Local effects can be an impact (e.g. provinces on a warfront will have lower order).
  184. Population: The approximate number of people in this province.
  185. Military Presence: How large the military in this province is.
  186. Military Experience: How experienced the military in this province is.
  187. Resources: Any major resources available in this province. If a location already has this, it will not be repeated here (e.g. cities containing mage towers) with the exception of resources that are not always in such a location (e.g. magitech foundries).
  188. Notable Locations: A list of castles, cities and towns of note in this province with a description. Generally, these must be captured (or the enemy routed from them) to take control of the province.
  189.  
  190. MILITARY REFERENCE
  191.  
  192. Note: Provinces controlled by the players only have military referring to the active garrison, not the standing army of the player (which may or may not be in a province). This is to prevent having to constantly update the map/list every time a redeployment happens.
  193.  
  194. Very Low = <1,000 troops
  195. Low = <2,500 troops
  196. Moderate = <5,000 troops
  197. High = <10,000 troops
  198. Very High = >10,000 troops
  199.  
  200. Very Weak = Conscripts
  201. Weak = Green soldiers
  202. Moderate = Regulars
  203. Strong = Veterans
  204. Very Strong = Elites
  205.  
  206. #NEW# Quest map updated
  207.  
  208. ------------
  209. 2. QUEST MAP
  210. ------------
  211.  
  212. The quest map is a visual listing of nearby provinces and the continent as a whole. The only information not on the map is detailed info about each location and resource which is contained in the listing further below.
  213.  
  214. Imgur Link: https://i.imgur.com/1hsOQIv.jpg
  215.  
  216. -----------
  217. 3. DARLESIA
  218. -----------
  219.  
  220. #NEW# Harrowmont is now considered a stronghold rather than a castle. The Source is now a location.
  221.  
  222. ///Harrowmont
  223. Owner: #Harrowmont
  224. Control: High
  225. Order: High
  226. Population: 200,000
  227. Military Presence: Low
  228. Military Experience: Very Weak
  229. Resources: N/A
  230. Notable Locations:
  231. >Harrowmont, Stronghold, Faction Capital - a large stronghold containing a Source. Reasonably close to the north of the province and against some bluffs. Mostly reconstructed.
  232. >Source - an active Source located several floors below Harrowmont (Stronghold)
  233.  
  234. - - - - -
  235.  
  236. #NEW# Curton is now considered a castle-town, albeit a weak one.
  237.  
  238. ///Mier
  239. Owner: #Harrowmont
  240. Control: Moderate
  241. Order: Low
  242. Population: 500,000
  243. Military Presence: Very Low
  244. Military Experience: Very Weak
  245. Resources: Extensive mine network and high quality quarries
  246. Notable Locations:
  247. >Curton, Castle-Town - an odd fortress-town that lines the area bordering the Marnn mountains and much of the mine network there. Despite the seeming size of the fortress, the outer walls are not stone and the populace is relatively small - it is simply long to protect the mines.
  248. >Toulon, Major Town - a large trading town on the main road to Vitria, Toulon has some high quality smiths and other manufactures.
  249.  
  250. - - - - -
  251.  
  252. #NEW# Niorte is now a Castle-town. It is a good example of a very strong castle-town. Fort Locke is an example of a weak castle.
  253.  
  254. ///Olmm
  255. Owner: #Harrowmont
  256. Control: High
  257. Order: Low
  258. Population: 500,000
  259. Military Presence: Very low
  260. Military Experience: Moderate
  261. Resources: Mine network and quarry
  262. Notable Locations:
  263. >Fort Locke, Castle - a small fort that overlooks the mines and quarry of the province.
  264. >Niorte, Castle-town - the largest town in Olmm. It lies close to the southern border, on the highway to the RSK ports. It was the largest town in the former Darlesian territory and has high walls and a sturdy castle.
  265.  
  266. - - - - -
  267.  
  268. #NEW# Vale pop has grown from Hiien evacuation.
  269.  
  270. ///Vale
  271. Owner: #Harrowmont
  272. Control: Moderate
  273. Order: Low
  274. Population: 510,000
  275. Military Presence: Low
  276. Military Experience: Weak
  277. Resources: Small mine network and quarries
  278. Notable Locations:
  279. >Argyle Estate, Major Town - House Argyle is the largest non-ruling house in Vitria. They maintain a sprawling estate with a large castle - one of the few remaining areas in Gauron with serfdom.
  280. >Castle Gimbon, Castle - a castle built by Vitria at the same time as Harrowmont - it was much less ambitious and is better maintained. Even so, its age and quality shows and it will not the hold the pass through to Vitria very well. Gimbon Valley is the only way to Vitria that doesn't involve travelling through much of Vale itself.
  281.  
  282. - - - - -
  283.  
  284. #NEW# Port Temby is now classified as a port town.
  285.  
  286. ///Port Temby
  287. Owner: #Harrowmont
  288. Control: Moderate
  289. Order: Low
  290. Population: 280,000
  291. Military Presence: Low
  292. Military Experience: Weak
  293. Resources: Fishing piers; mage tower
  294. Notable Locations:
  295. >Port Temby, Port Town - a large port town that handles a lot of trade and fishing. A lot of trade with the RSK takes place here.
  296.  
  297. - - - - -
  298.  
  299. #NEW# Trembin now a castle-town. Population boosted from Hiien evacuation. Craol has an olive plantation.
  300.  
  301. ///Craol
  302. Owner: #Harrowmont
  303. Control: High
  304. Order: Low
  305. Population: 480,000
  306. Military Presence: Low
  307. Military Experience: Moderate
  308. Resources: Fishing piers; Olives
  309. Notable Locations:
  310. >Trembin, Castle-Town - a large fortress-town that borders Taour and Farun territory, Trembin is made for large musters and for defense. A sizeable part of the Vitrian military is always here in case of attack.
  311.  
  312. - - - - -
  313.  
  314. #NEW# Added magitech foundry to resources
  315.  
  316. ///Vitria
  317. Owner: #Harrowmont
  318. Control: Moderate
  319. Order: Very Low
  320. Population: 700,000 (220,000 in city)
  321. Military Presence: Low
  322. Military Experience: Moderate
  323. Resources: Small magitech foundry
  324. Notable Locations:
  325. >Vitria, City - an enormous port city. After Vitria was freed, the extravagant nobles had much of the city rebuilt in western fashion - tall, winding spires and bridges between towers hundreds of metres in the air. The city itself is not walled but the design makes it highly defensible nonetheless.
  326. >Gimbon Falls, Castle - Gimbon Castle's sister fort, Falls is smaller but was built recently. It is positioned so that it can be bypassed on a march to Vitria but it enables easy mustering and protects arable land in the hills. As such, bypassing it could make for supply chain difficulties.
  327.  
  328. - - - - -
  329.  
  330. #NEW# Darlesia is now independent.
  331.  
  332. ///Darlesia
  333. Owner: #Darlesia
  334. Control: Nonexistent
  335. Order: Nonexistent
  336. Population: 600,000 (250,000 in city)
  337. Military Presence: Very Low
  338. Military Experience: Very Weak
  339. Resources: Small inoperative magitech foundry
  340. Notable Locations:
  341. >Darlesia, City, Faction Capital - A city in ruins, once a great capital. The vampires tore it down, destroyed its mage towers and the rebellion before retreating. It is in disrepair and complete anarchy.
  342.  
  343. - - - - -
  344.  
  345. #NEW# The Wall of Lesia is now a Fortress Wall. Updated Control and military
  346.  
  347. ///Crece
  348. Owner: #Taour
  349. Control: High
  350. Order: Low
  351. Population: 440,000
  352. Military Presence: Moderate
  353. Military Experience: Moderate
  354. Resources: Small mine network and quarries
  355. Notable Locations:
  356. >The Wall of Lesia, Fortress Wall - The Marrn range stretches into this province, making movement of large armies difficult except through two large valleys. One borders Coventry and is guarded by a powerful mage fortress in Coventry, the other is guarded by this wall. Built more than a century ago and still maintained, Lesia spans almost four miles with tall, thick magically reinforced stone and has a large fortress in the centre.
  357.  
  358. - - - - -
  359.  
  360. #NEW# Military and order changed
  361.  
  362. ///Taour
  363. Owner: #Taour
  364. Control: Very High
  365. Order: Moderate
  366. Population: 840,000 (340,000 in city)
  367. Military Presence: High
  368. Military Experience: Strong
  369. Resources: Small magitech foundry
  370. Notable Locations:
  371. >Taour, City, Faction Capital - A relatively new city, Taour is named after its predecessor city that was razed to the ground in the first mage rebellion. It is built tall and dense, with large underground areas and grassy areas lying on top of a hundred metres of buildings below. The structure of the city likely represents the social structure of the populace.
  372.  
  373. - - - - -
  374.  
  375. #NEW# Raupe has changed hands and had significant changes.
  376.  
  377. ///Raupe
  378. Owner: #Harrowmont
  379. Control: Low
  380. Order: Very Low
  381. Population: 450,000
  382. Military Presence: Very Low
  383. Military Experience: Very Weak
  384. Resources: Very large salt mine
  385. Notable Locations:
  386. >Castle Dalrec, Castle - named after the vampire who had it constructed, this castle and the town surrounding it aren't actually part of Taour land. An independent vampire lays claim to it and so far has had their claim upheld.
  387. >Hiien, Castle-Town - despite its extraordinary size, this town is clearly not a city. It is instead a huge blood harvesting station of humans for the rulers of Taour. It has now been evacuated.
  388.  
  389. - - - - -
  390.  
  391. #NEW# Info added for this province
  392.  
  393. ///Deodain
  394. Owner: #Taour
  395. Control: High
  396. Order: Moderate
  397. Population: 480,000
  398. Military Presence: Very Low
  399. Military Experience: Weak
  400. Resources: NA
  401. Notable Locations:
  402. >Dale, Major Town - the provincial agricultural food hub for Taour.
  403. >Chail, Castle-Town - a frontier town with very large and sturdy defensives. Located close to the Magi League territory to the north but largely ungarrisoned currently.
  404.  
  405. - - - - -
  406.  
  407. #NEW# Info added for this province
  408.  
  409. ///Forfdain
  410. Owner: #Taour
  411. Control: High
  412. Order: Moderate
  413. Population: 450,000
  414. Military Presence: Very Low
  415. Military Experience: Weak
  416. Resources: NA
  417. Notable Locations:
  418. >Valoui, Major Town - the provincial agricultural food hub for Taour.
  419. >Sevre, Castle - a sturdy fort with significant underground areas overlooking some of the most fertile areas of the province in the north.
  420.  
  421. - - - - -
  422.  
  423. #NEW# Info added for this province
  424.  
  425. ///Carrlouf
  426. Owner: #Taour
  427. Control: High
  428. Order: Moderate
  429. Population: 470,000
  430. Military Presence: Very Low
  431. Military Experience: Weak
  432. Resources: NA
  433. Notable Locations:
  434. >Frejai, Major Town - the provincial agricultural food hub for Taour.
  435.  
  436. #NEW# Everything below this is new.
  437.  
  438. ----------
  439. 4. TERMINA
  440. ----------
  441.  
  442. ///Teret
  443. Owner: #Farun
  444. Control: Moderate
  445. Order: Moderate
  446. Population: 350,000
  447. Military Presence: Low
  448. Military Experience: Weak
  449. Resources: NA
  450. Notable Locations:
  451. >Rhone, Major Town - A small trading town that is on the highway from Shropham to Termina. Has a small permanent population relative to transients. Probably a security risk if Farun were more warlike.
  452. >Noirmont, Castle - A large standalone keep that lies on the border between Teret and Deodain. Was built as an outpost during Darlesian expansion long ago. Houses a sending tower and acts as first warning of Taouran movements for Farun.
  453.  
  454. - - - - -
  455.  
  456. ///Illin
  457. Owner: #Farun
  458. Control: Moderate
  459. Order: High
  460. Population: 450,000
  461. Military Presence: Moderate
  462. Military Experience: Moderate
  463. Resources: NA
  464. Notable Locations:
  465. >Illin Monastery, Temple - A large self-sufficient monastery of monks. It is a separate order but has obvious connections to the other orders of monks involved in monster extermination.
  466. >Brissec, Castle - A keep built into a hillside. Rumoured to have been built by dwarves as most of it is underground. Also has hidden exits into the countryside that enable troops garrisoned in it to move freely.
  467.  
  468. - - - - -
  469.  
  470. ///Arrine
  471. Owner: #Farun
  472. Control: Moderate
  473. Order: High
  474. Population: 450,000
  475. Military Presence: Very Low
  476. Military Experience: Weak
  477. Resources: Fishing; Olives
  478. Notable Locations:
  479. >Leval, Major Town - A small township. The baron who owns the province's olive plantation resides here and coordinates the his olive production and dissemination from here.
  480.  
  481. - - - - -
  482.  
  483. ///Farun
  484. Owner: #Farun
  485. Control: High
  486. Order: Very High
  487. Population: 600,000 (140,000 in city)
  488. Military Presence: Low
  489. Military Experience: Weak
  490. Resources: NA
  491. Notable Locations:
  492. >Farun, City, Faction Capital - A storybook city with a glimmering stone castle atop a hill, surrounded by a low stone wall, as cobblestone roads run downhill through the market streets and turn into a classic urban maze. It is also very boring. The walls and defenses were erected as the population settled so much of the city lies outside of the three layers of protective city walls.
  493.  
  494. - - - - -
  495.  
  496. ///Darfus
  497. Owner: #Termina
  498. Control: Low
  499. Order: Low
  500. Population: 470,000
  501. Military Presence: Very Low
  502. Military Experience: Weak
  503. Resources: NA
  504. Notable Locations:
  505. >Beauot, Castle-Town - Beauot was once a fortress library, favoured by scholars all over the land. A large township settled around the walls and bluffs the castle was built into. Like most things in the old kingdom of Termina, Beauot is but a shadow of its former self now.
  506. >Toroine Plateau, Open Field - The main highway from Shropham to both Termina and Avinou continues from Teret into Darfus. Although the small town of Toroine lay along it it is the enormous plateau that lay nearby it that is the real jewel. Encamped atop the barren plateau, a commander can monitor highway traffic and the fields as far as the eye can see in all directions.
  507.  
  508. - - - - -
  509.  
  510. ///Hyrim
  511. Owner: #Termina
  512. Control: Low
  513. Order: Low
  514. Population: 480,000
  515. Military Presence: Very Low
  516. Military Experience: Weak
  517. Resources: NA
  518. Notable Locations:
  519. >Hyrim, Major Town - Hyrim once held an ambition to become a city, so great was its potential during Termina's heyday. When Termina suffered greatly in its war against Darlesia, Hyrim's dream was dashed. Now it merely stands as the largest town in the region of Termina, with almost 14,000 people in it.
  520. >Gerswood, Castle - the northern-most castle in the Terminan region, Gerswood is a low-lying castle among the small forest of the same name. The castle dates to the Golden Age, so effective is the magic woven into its stone. Unfortunately, its location means it is not that useful for force projection.
  521.  
  522. - - - - -
  523.  
  524. ///Termina
  525. Owner: #Termina
  526. Control: Low
  527. Order: Moderate
  528. Population: 600,000 (210,000 in city)
  529. Military Presence: Moderate
  530. Military Experience: Weak
  531. Resources: Lava vents
  532. Notable Locations:
  533. >Termina, City, Faction Capital - the decaying capital of a once great kingdom, Termina rots from the inside out. The city itself was a grandiose plateaued city with a glorious palace lying atop the fourth and highest plateau but it has fallen into disrepair. The plateaus themselves have slowly collapsed and not been repaired. As a result, the city is not terrible well-protected as the walls are open to enormous gaps.
  534.  
  535. - - - - -
  536.  
  537. ///Quins
  538. Owner: #Compagnon
  539. Control: Low
  540. Order: Low
  541. Population: 470,000
  542. Military Presence: Low
  543. Military Experience: Weak
  544. Resources: Floodplains
  545. Notable Locations:
  546. >Chambe, Major Town - the township boasting the merchant-lord of the province. Most of the food from the floodplains travels through Chambe on its way to the rest of Compagnon for consumption or export.
  547. >Quins Dwarven Outpost, Trading Post - The dwarves do love to trade, even far from home. This outpost is responsible to the Dwarves of the Sithran Mountains, despite the distance and is probably their touchstone with the Mage Guard.
  548.  
  549. - - - - -
  550.  
  551. ///Baccia
  552. Owner: #Compagnon
  553. Control: Very Low
  554. Order: Low
  555. Population: 470,000
  556. Military Presence: Low
  557. Military Experience: Weak
  558. Resources: NA
  559. Notable Locations:
  560. >Bessault Church, Temple - The largest church of the Disciples of Theros this close to the Mage Guard, the fact it is still standing is a miracle given the Mage Guard's hatred of the religion. It probably helps the church is enormous and surrounded by similarly large stone walls. Exactly what it does for the religion is another matter, as they clearly have something important for it to do to spend so much maintaining it.
  561. >Fort Risban, Castle - One of the few active forts in Compagnon, as the merchants who run the country have little interest in military matters. Fort Risban was reactivated in response to Termina's destabilisation campaign in the province.
  562.  
  563. - - - - -
  564.  
  565. ///Fernoble
  566. Owner: #Compagnon
  567. Control: Moderate
  568. Order: High
  569. Population: 540,000
  570. Military Presence: Very Low
  571. Military Experience: Very Weak
  572. Resources: Fishing
  573. Notable Locations:
  574. >Lariette, Major Town - Most trade from Compagnon to the Mage Guard travels through this town to avoid Terminan raiders and tariffs.
  575. >Paitien, Port Town - an enormous port with far too little traffic for its size and location. Compagnon has close links to the Mage Guard and so has the same limitation on ships from Pharos docking at their ports. Most trade in this port is from goods being ferried from Vitria into Mage Guard territories in order to try to avoid tariffs on entry to the Mage Guard territory (i.e. smuggling).
  576.  
  577. - - - - -
  578.  
  579. ///Avinou
  580. Owner: #Compagnon
  581. Control: High
  582. Order: High
  583. Population: 580,000 (190,000 in city)
  584. Military Presence: Low
  585. Military Experience: Moderate
  586. Resources: NA
  587. Notable Locations:
  588. >Avinou, City, Faction Capital - the capital of the nation of Compagnon, Avinou is a city of trade. It's also a recent one, having only risen to prominence after Termina retreated upon its collapse. Like the ruling council of Compagnon, Avinou is dominated by merchants and its laws and customs reflect that. The city itself is a sprawl of markets and structures built haphazardly with no real focus. Money is power here and you can buy anything you desire.
  589.  
  590. -----------
  591. 5. SHROPHAM
  592. -----------
  593.  
  594. ///Rafnorshire
  595. Owner: #Magi League
  596. Control: ?
  597. Order: ?
  598. Population: 670,000
  599. Military Presence: ?
  600. Military Experience: ?
  601. Resources: NA
  602. Notable Locations:
  603. >Blyth, Major Town - Once a large mining town, once the mines were abandoned due to being uneconomical the town mostly depopulated. It still retains some strategic benefit as it lies in the one pass to the Termina through the mountains though the pass is too small to feasibly move an army through.
  604. >Sermount Crossroads, Open Field - a four-way crossroad, one path leads to Blyth, another south to Corthshire, one north to the Mage Guard and another to both Sirrashire and Shropham. Sermount was once home to a mage tower that was destroyed by the Wardens during the Golden Age - the magic that still lingers centuries later in the aftermath prevents most people from lingering too long.
  605.  
  606. - - - - -
  607.  
  608. ///Sirrashire
  609. Owner: #Magi League
  610. Control: ?
  611. Order: ?
  612. Population: 750,000
  613. Military Presence: ?
  614. Military Experience: ?
  615. Resources: NA
  616. Notable Locations:
  617. >Cannuck, Major Town - an otherwise ordinary town that lay in the midst of one of the most fertile areas of the province.
  618. >Stalton, Castle-Town - the last castle on the road to Shropham, Stalton Keep had a township rise up around it during the war with the shadowbeasts as people fearfully sought protection. Walls have since been erected around the township.
  619.  
  620. - - - - -
  621.  
  622. ///Fortun
  623. Owner: #Magi League
  624. Control: ?
  625. Order: ?
  626. Population: 800,000
  627. Military Presence: ?
  628. Military Experience: ?
  629. Resources: Coffee
  630. Notable Locations:
  631. >Honiton, Major Town - an otherwise unassuming town that contains a large industrial base, Honiton is the home of northern coffee production. It processes coffee beans from itself and neighbouring provinces for dissemination. It provides enough coffee each year to supply Ahm five times over.
  632. >Fortun, Stronghold - an enormous stronghold built during the war with the shadowbeasts, Fortun was named after its province (or perhaps the other way around, depending on who you ask). Built into an artificial cliffside, the main fortress entrance lay almost one hundred metres above ground and can only be accessed by a very wide and open zig-zag path that leaves any attackers open to attack from above as well as flooding, heated oil and many other attacks. Fortun was never used for its intended purpose as the Magi Line mountains weren't breached heavily enough and the fortress has remained unused (if in good repair due to the enchantments in its stonework).
  633.  
  634. - - - - -
  635.  
  636. ///Corrustun
  637. Owner: #Magi League
  638. Control: ?
  639. Order: ?
  640. Population: 670,000
  641. Military Presence: ?
  642. Military Experience: ?
  643. Resources: Coffee
  644. Notable Locations:
  645. >Whitton, Major Town - A town that overlook many of the coffee plantations in the province.
  646.  
  647. - - - - -
  648.  
  649. ///Armahg
  650. Owner: #Magi League
  651. Control: ?
  652. Order: ?
  653. Population: 720,000
  654. Military Presence: ?
  655. Military Experience: ?
  656. Resources: Coffee
  657. Notable Locations:
  658. >Peckorton Castle, Castle - a small keep that lay on the highway from Devon to Shropham.
  659.  
  660. - - - - -
  661.  
  662. ///Shropham
  663. Owner: #Magi League
  664. Control: ?
  665. Order: ?
  666. Population: 1,380,000 (450,000 in city)
  667. Military Presence: ?
  668. Military Experience: ?
  669. Resources: Medium Magitech Foundry
  670. Notable Locations:
  671. >Shropham, City - Despite its closeness to Ahm and similarities, Shropham is no sister city. Or if it is, it is the bitter, horrible sister that never ceases insulting her more successful sibling. The city itself has two levels, the regular city below complete with keep and a magic city above, suspended by large columns and with magic to provide faux sunlight to the masses below. This generates no small amount of bitterness in the 'lower class' but the mages are oblivious to their complaints.
  672.  
  673. - - - - -
  674.  
  675. ///Corthshire
  676. Owner: #Magi League
  677. Control: ?
  678. Order: ?
  679. Population: 720,000
  680. Military Presence: ?
  681. Military Experience: ?
  682. Resources: Natural Spring
  683. Notable Locations:
  684. >Fort Deech, Castle - a small fort that lay on the highway between Teret and Shropham/
  685. >Gravecral, Castle-Town - a small town with almighty defenses, Gravecral sits atop some bluffs and overlooks an enormous graveyard where a battle between Termina and Darlesia took place. It was considered the bloodiest battle in the history of both nations and led to the collapse of Termina. More than twenty thousand soldiers died in that field. This castle-town overlooks a winding path that leads from Sorsdain into Darfus while avoiding most of Teret. The enormous amount of area behind it makes it very suitable for massing troops, too.
  686.  
  687. - - - - -
  688.  
  689. ///Sorsdain
  690. Owner: #Magi League
  691. Control: High
  692. Order: Moderate
  693. Population: 510,000
  694. Military Presence: Moderate
  695. Military Experience: Weak
  696. Resources: NA
  697. Notable Locations:
  698. >Gorlsford, Major Town - a large town that sits astride a river ford. Most travel from the south that doesn't go through Sorruy goes through here.
  699. >Leyton Castle, Castle - a castle that lay on the frontier with Taour.
  700.  
  701. - - - - -
  702.  
  703. ///Sorruy
  704. Owner: #Magi League
  705. Control: High
  706. Order: Moderate
  707. Population: 540,000
  708. Military Presence: Very Low
  709. Military Experience: Weak
  710. Resources: NA
  711. Notable Locations:
  712. >Sorruy Bridge, Major Bridge or Ford - this bridge is one of the only ones large and sturdy enough to allow heavily-laden carts to cross it without going south-west into Orkney for calmer waters or east for Gorlsford in Sorsdain.
  713. >Dortun, Major Town - a town with a ruined castle and destroyed walls. It was sacked by bandits (most likely Taouran soldeirs, really) several years ago and hasn't been rebuilt. It lay several miles northward of Sorruy Bridge.
  714.  
  715. - - - - -
  716.  
  717. ///Orkney
  718. Owner: #Magi League
  719. Control: High
  720. Order: Low
  721. Population: 400,000
  722. Military Presence: High
  723. Military Experience: Moderate
  724. Resources: Overgrown Forests
  725. Notable Locations:
  726. >Orkney Riverfort, Castle - this castle lay astride a calmer section of the Sorruy river that runs from Corthshire down to Eastwall where it collects in Lake Granite. Although the river can be forded further to the north-east in the province, the castle provides a lookout point to watch out for it and also sits near Orkney Forest which covers half the province.
  727.  
  728. - - - - -
  729.  
  730. ///Trent
  731. Owner: #Magi League
  732. Control: ?
  733. Order: ?
  734. Population: 700,000
  735. Military Presence: ?
  736. Military Experience: ?
  737. Resources: NA
  738. Notable Locations:
  739. >Tarent, Major Town - a town in the north of the province, Tarent lay on the path to Armahg and Shropham.
  740. >Tormount Crossroads, Trading Post - a three-way crossroads that leads either to Devon, Shropham or south to Darlesia. Tormount has never attracted a town to it despite the possibility of trade as it lay too close to Orkney Forest and many people fear of hauntings and the like.
  741.  
  742. - - - - -
  743.  
  744. ///Devon
  745. Owner: #Magi League
  746. Control: ?
  747. Order: ?
  748. Population: 900,000 (150,000 in city)
  749. Military Presence: ?
  750. Military Experience: ?
  751. Resources: NA
  752. Notable Locations:
  753. >Devon, City - the city named after the meat (or the meat after the city, really), Devon is an industrial and agricultural centre that is home to many people who dislike newfangled magic and technology. With the Magi League now ruling it, Devon is slowly transforming into a modern city even if it has to drag the old residents kicking and screaming into the future. It lacks much in the way of defenses, being a township that simply got too large, but it is devilish to navigate and has no obvious strategic locations.
  754.  
  755. ------
  756. 6. AHM
  757. ------
  758.  
  759. ///Tors
  760. Owner: #Magi League
  761. Control: ?
  762. Order: ?
  763. Population: 680,000
  764. Military Presence: ?
  765. Military Experience: ?
  766. Resources: NA
  767. Notable Locations:
  768. >Bebbletown, Major Town - as its name suggests, Bebbletown is a town that doesn't really matter. Just like the province it sits in. Oddly bereft of strategic value, this town somehow became the centre of the province and most transport through Tors goes through Bebbletown, much to the confusion of its residents.
  769.  
  770. - - - - -
  771.  
  772. ///Basilii
  773. Owner: #Magi League
  774. Control: ?
  775. Order: ?
  776. Population: 700,000
  777. Military Presence: ?
  778. Military Experience: ?
  779. Resources: NA
  780. Notable Locations:
  781. >Taurus Tower, Castle - an enormous tower atop a hill with nothing but plains around it, Taurus Tower was constructed as a lookout point and centre of force projection during the war against the shadowbeasts.
  782. >Basilii Monastery, Temple - the largest monastery of the mysterious order of monks on the continent, though it supposedly has a mirror in the land of the Lords. Woe betide the fool who ever attempted to lay siege to this monastery, as it is well protected by walls, magic and an army of monks.
  783.  
  784. - - - - -
  785.  
  786. ///Vertier
  787. Owner: #Magi League
  788. Control: ?
  789. Order: ?
  790. Population: 720,000
  791. Military Presence: ?
  792. Military Experience: ?
  793. Resources: NA
  794. Notable Locations:
  795. >Verlien Castle, Castle - a castle that sits on a crossroads between the major towns of the region and Ahm.
  796.  
  797. - - - - -
  798.  
  799. ///Ahm
  800. Owner: #Magi League
  801. Control: Very High
  802. Order: Very High
  803. Population: 2,350,000 (1,400,000 in city)
  804. Military Presence: Very High
  805. Military Experience: Very Strong
  806. Resources: Multiple Magitech Foundries of varying size
  807. Notable Locations:
  808. >Ahm, Metropolis, Faction Capital - Supposedly only the second-largest city on the continent, next to Isaur, Ahm is still the most impressive place you've ever been. An enormous, sprawling city of magic, towers, castles, underground lairs and wooded glades, a man could live their entire life in this city and discover a new wonder each day. In the centre of the city stands an enormous palace the size of some towns and the Towers of Stars and Moon stand atop it, reaching to their namesakes. Supposedly the towers were always there, but it always amused you to think of Alyce of Lyss building her two mage towers atop the palace she claimed when she deposed the old king of Ahm not even a decade ago.
  809. >???'s Place of Power - a Place of Power attuned to an unknown individual. Connected to the Harrowmont Source.
  810.  
  811. - - - - -
  812.  
  813. ///Pirrus
  814. Owner: #Magi League
  815. Control: ?
  816. Order: ?
  817. Population: 650,000
  818. Military Presence: ?
  819. Military Experience: ?
  820. Resources: NA
  821. Notable Locations:
  822. >Peaceton, Major Town - Although the town may currently be peaceful, it's strategic importance as a major town along the highway between Ahm and Eastwall suggests it hasn't been quite as peaceful in the past and might not be in the future.
  823.  
  824. - - - - -
  825.  
  826. ///Eastwall
  827. Owner: #Magi League
  828. Control: High
  829. Order: High
  830. Population: 590,000
  831. Military Presence: High
  832. Military Experience: Weak
  833. Resources: NA
  834. Notable Locations:
  835. >Granite, Major Town - in a feat of supreme irony, this town is named after the lake it is next to rather than the rock. The lake, Lake Granite, is in turn named after the rock despite being atop a silt bed and there probably being no granite within 100 miles. Otherwise it's a stock standard market town with a water pumpstation that provides water to be shipped anywhere necessary.
  836. >Eastwall, Castle-Town - The castle of Eastwall got its name, and the province afterwards, from the fact it was the easternmost castle in Ahmnian territory during the time of competition between Darlesia and Ahm. A town later sprung up around the castle in safer times. The highway through Trent and Orkney from Devon runs right by Eastwall towards Darlesia, making it one of the only routes from the northern part of the Magi Leage to Darlesia that doesn't go through Taour.
  837.  
  838. - - - - -
  839.  
  840. ///Bern
  841. Owner: #Magi League
  842. Control: ?
  843. Order: ?
  844. Population: 660,000
  845. Military Presence: ?
  846. Military Experience: ?
  847. Resources: Large Magitech Foundry
  848. Notable Locations:
  849. >Bern, Major Town - this town is fairly new as towns go, having been established a couple of years ago as part of an experiment in the efficacy of magitech foundries outside major cities. The workers, guards, merchants and others who provide services to the workers all migrated with the jobs (including some mages). The town and foundry lack major defenses, having been planned and built for efficiency, but Ahm is less than two days travel so it is unlikely to matter too much. Alistair suspects one of his experimental modular factories is located in this foundry.
  850.  
  851. - - - - -
  852.  
  853. ///Setreb
  854. Owner: #Magi League
  855. Control: ?
  856. Order: ?
  857. Population: 730,000
  858. Military Presence: ?
  859. Military Experience: ?
  860. Resources: NA
  861. Notable Locations:
  862. >Ustoll, Major Town - an otherwise unremarkable town, Ustoll is the largest town in the province and lay on a crossroads
  863. >Corrifstun, Castle-Town - Corrifstun is a town in the shadow of a castle, quite literally. The castle in question lay atop an artificial bluff and its shadow hangs over the township of a morning. The count of the province, a powerful magister, resides inside the keep.
  864.  
  865. - - - - -
  866.  
  867. ///Bridgeton
  868. Owner: #Magi League
  869. Control: ?
  870. Order: ?
  871. Population: 660,000
  872. Military Presence: ?
  873. Military Experience: ?
  874. Resources: NA
  875. Notable Locations:
  876. >Wood Green, Major Town - Despite the name, Wood Green is lacking in any wood (beyond a particular variety, mind) but not so much the green. Lush fields surround the township and it is unique mostly due to its agrarian nature. The township is largely a cooperative of a sizeable number of the villages in the province who are represented by a mage tower in Ahm.
  877. >Northam Castle, Castle - actually in the south of the province, Northam Castle is a sturdy fortress that stands on the north side of a large chasm that was created in a war with Darlesia decades past. The bridge that stretches south across the chasm leads to a ghost town that was once known as Bridgeton (which the province was named after) and the road itself leads to Crecy from Ahm.
  878.  
  879. - - - - -
  880.  
  881. ///Coventry
  882. Owner: #Magi League
  883. Control: High
  884. Order: High
  885. Population: 620,000
  886. Military Presence: High
  887. Military Experience: Moderate
  888. Resources: Mage Tower
  889. Notable Locations:
  890. >Castle Teffal, Castle - More a magical fortress than castle, Castle Teffal sits on the border of Crece and overlooks one of the two valleys that enables passage through that province. A mage tower sits within the castle walls next to the keep and was used to great effect by Darlesian mages (who defected to the Magi League when the capital fell) against the Taouran army. The fields near Teffal on the Coventry side of the border are also very useful for mustering soldiers.
  891.  
  892. - - - - -
  893.  
  894. ///Lyss
  895. Owner: #Magi League
  896. Control: ?
  897. Order: ?
  898. Population: 900,000 (140,000 in city)
  899. Military Presence: ?
  900. Military Experience: ?
  901. Resources: Small Magitech Foundry
  902. Notable Locations:
  903. >Lyss, City - a small city whose main claim to fame is being the birthplace of the Archmage Alyce. The city, which famously had only one mage tower in it whose archmagister refused Alyce apprenticeship over a feud with her father, has almost tripled in size since her childhood (more than 40 years ago). The city itself slants down a hill going to the south-east, with the mage towers, keep and foundry at the top of the hill and the markets at the bottom with the residential area in between. Walls have been hastily constructed since Alyce rose to power in Ahm.
  904.  
  905. - - - - -
  906.  
  907. ///Trycet
  908. Owner: #Magi League
  909. Control: ?
  910. Order: ?
  911. Population: 450,000
  912. Military Presence: ?
  913. Military Experience: ?
  914. Resources: NA
  915. Notable Locations:
  916. >Falixstowe, Major Town - Although it's technically a town, Falixstowe is supposedly mostly a mustering point. It lay almost dead centre in the province and was used so that League forces could redeploy rapidly among the province or into Dermost.
  917. >Falwick Field, Open Field - a large plain in an otherwise hilly area, Magister General Falwick of the RSK forced General Mercenie of the League into an open battle here. The League won such a phyrric victory, burying the plain in so much blood the villagers claim it became a swamp (unlikely) and it is referred to by many as Falwick Field in recognition of the bloody scar he wrought on the land and region. The field itself is important as an army can encamp there and threaten the most fertile agricuktural land of the province.
  918.  
  919. - - - - -
  920.  
  921. ///Crecy
  922. Owner: #Magi League
  923. Control: Moderate
  924. Order: Low
  925. Population: 470,000
  926. Military Presence: Very High
  927. Military Experience: High
  928. Resources: Floodplains
  929. Notable Locations:
  930. >Heilfield Peel, Castle - a small keep in the middle of a floodplain, the Peel is vital to monitoring the prime agricultural land of the province when the land isn't flooded. When it is, they have boats and mages.
  931. >Bloodrun Ford, Major Bridge or Ford - As the name suggests, this ford is not a pleasant place. The river flowing north to Lake Granite turns rapid close to the northern border of Dermost and remains that way until it reaches Coventry where it is split by a magitech device constructed in the Golden Age (presumably it ran rapidly back then, too). Bloodrun Ford is the only known safe ford in the province. It has a bloody history of battles fought over it, though it has yet to be seriously blooded by the RSK/League war due to being in Darlesian territory until recently.
  932.  
  933. - - - - -
  934.  
  935. ///Thune
  936. Owner: #Magi League
  937. Control: ?
  938. Order: ?
  939. Population: 420,000
  940. Military Presence: ?
  941. Military Experience: ?
  942. Resources: Overgrown Forests
  943. Notable Locations:
  944. >Castle Thune, Castle - A large castle that runs parallel along Cassenne Forest, it is used as the coordination point for League operations in this territory due to its size and modern build.
  945.  
  946. -------------
  947. 7. WORREMBURG
  948. -------------
  949.  
  950. ///Dermost
  951. Owner: #RSK
  952. Control: ?
  953. Order: ?
  954. Population: 400,000
  955. Military Presence: ?
  956. Military Experience: ?
  957. Resources: Medium Magitech Foundry
  958. Notable Locations:
  959. >Castle Falwick, Castle - Magister General Falwick had an old Theros church renovated into his base of operations just north of the mountain line. Although the castle lacks heavy defenses, not even having a proper outer wall, the keep is solidly built and contains a significant underground area including a magitech foundry.
  960. >Falwick's Pride, Fortress Wall - Falwick, in his insanity, decided the best way to stop the League from taking Dermost and using that to pincer attack Cassenne (or sneak around the mountains into Passau through Arrece) was to build an enormous wall across most of the province. The construction took just two years but involved an unfathomable amount of labour and countless lives lost as Seraphi nobles madly defended construction sites. The wall itself was named Falwick's Pride by the League as they felt it matched the Magister General's pride.
  961.  
  962. - - - - -
  963.  
  964. ///Cassenne
  965. Owner: #RSK
  966. Control: ?
  967. Order: ?
  968. Population: 390,000
  969. Military Presence: ?
  970. Military Experience: ?
  971. Resources: Overgrown Forests
  972. Notable Locations:
  973. >Burgau, Castle-Town - a large castle-town that lay in the south-west of the province, away from Cassenne Forest. Burgau is in fact several castles and not much town as four different keeps line the north-eastern wall but the township is clustered around one. The walls and keeps are sturdy but far too large for the township. Supposedly there's a story behind them about a king challenging his four sons.
  974.  
  975. - - - - -
  976.  
  977. ///Arrece
  978. Owner: #RSK
  979. Control: Low
  980. Order: Low
  981. Population: 550,000
  982. Military Presence: Very High
  983. Military Experience: Weak
  984. Resources: Mage Tower
  985. Notable Locations:
  986. >Haylsburg, Castle - Haylsburg and its accompanying mage tower were constructed decades ago when Darlesia warred with a southern neighbour and was used to cut off trade between Dermost and Passau as the only direct route between the two runs past the bluffs the castle and tower is situated on. Furthermore, the main highway from Ahm and Darlesia also runs past the Haylsburg forming a crossroads.
  987.  
  988. - - - - -
  989.  
  990. ///Moln
  991. Owner: #RSK
  992. Control: Moderate
  993. Order: Low
  994. Population: 570,000
  995. Military Presence: High
  996. Military Experience: Weak
  997. Resources: NA
  998. Notable Locations:
  999. >Herrieton, Major Town - a large market town with a decrepit keep and stone walls in disrepair, Herrieton once competed with Niorte as the largest town in Darlesia before a magical accident destroyed much of the keep and southern wall.
  1000. >Eastern Winds Trading Company Post #7, Trading Post - The Eastern Winds Trading Company is a concern founded by traders from Pharos and is responsible for a large amount of importation and dissemination of spices from the the north-western continent. This is the regional centre of their activity here. It was probably sited here as a gateway to much of the inland area of the east-half of Gauron after the spices were unloaded in Vitria. It may be less active now that they are subject to more tariffs in RSK land.
  1001.  
  1002. - - - - -
  1003.  
  1004. ///Farrlouf
  1005. Owner: #RSK
  1006. Control: Moderate
  1007. Order: Moderate
  1008. Population: 570,000
  1009. Military Presence: Moderate
  1010. Military Experience: Weak
  1011. Resources: NA
  1012. Notable Locations:
  1013. >Melsouvven, Major Town - Neir's base of operations, so to speak. It's the largest town in the province and the only one that can boast having walls - even if they are made of wood and barely capable of fending off wolves, let alone an army.
  1014. >Aulentorf, Major Town - a market town that lay on the road leading south to Worremburg from Taour. It receives less traffic than the route from Darlesia to Worremburg.
  1015.  
  1016. - - - - -
  1017.  
  1018. ///Passau
  1019. Owner: #RSK
  1020. Control: ?
  1021. Order: ?
  1022. Population: 860,000 (190,000 in city)
  1023. Military Presence: ?
  1024. Military Experience: ?
  1025. Resources: NA
  1026. Notable Locations:
  1027. >Passau, City - Once the capital of a small royal nation, Passau was one of many nations absorbed by the RSK as part of the war against the League. The city itself runs into the mountains with each layer of walls marking a new terrace. An enormous underground area runs deep into the mountains signalling the city's dwarven origins and former mines.
  1028.  
  1029. - - - - -
  1030.  
  1031. ///Breulau
  1032. Owner: #RSK
  1033. Control: ?
  1034. Order: ?
  1035. Population: 670,000
  1036. Military Presence: ?
  1037. Military Experience: ?
  1038. Resources: NA
  1039. Notable Locations:
  1040. >Bleickate, Castle-Town - Bleickate is more castle than town as it was constructed so large that most of the town lives in the outer buildings of the castle. The keep itself is located on a small hill and extends into a small stone manor surrounded by the inner wall. Stone castle buildings line the middle wall outside there, largely occupied as residential dwellings and the drill square is now a thriving market. The other half of the town lay to the north outside the main gate and consists mostly of wooden buildings and a palisade. The castle itself lay in an area overlooking most of the province's agriculture.
  1041. >Pultiz, Major Town - a market town that straddles the crossroads from Passau and Arrece that leads to Worremburg through Caert.
  1042.  
  1043. - - - - -
  1044.  
  1045. ///Caert
  1046. Owner: #RSK
  1047. Control: ?
  1048. Order: ?
  1049. Population: 690,000
  1050. Military Presence: ?
  1051. Military Experience: ?
  1052. Resources: NA
  1053. Notable Locations:
  1054. >Klufelstein Castle, Castle - with a keep that wishes it were a tower and built from black stone, Klufelstein Castle is pretty imposing. Its outer wall sits very far from the keep and allows for a very large army to camp safely inside it. This was where I fought and killed Dalrec, as he had somehow seized the castle. I don't know if it's been reoccupied by the RSK.
  1055. >Silvergate Bridge, Major Bridge or Ford - The most direct route south to Worremburg requires crossing the Silverrun, named such because an odd magical plant sheds its leaves and turns the water a glittering silver. It looks impressive but it makes it difficult to judge depth and current and only a fool would brave a ford he couldn't judge the safety of. For those with brains, Silvergate Bridge allows safe crossing for even the largest wagons but requires a small toll.
  1056.  
  1057. - - - - -
  1058.  
  1059. ///Torsseltum
  1060. Owner: #RSK
  1061. Control: ?
  1062. Order: ?
  1063. Population: 670,000
  1064. Military Presence: ?
  1065. Military Experience: ?
  1066. Resources: NA
  1067. Notable Locations:
  1068. >Halburg Castle, Castle - Originally built to protect Halburg, the township has since been deserted and the castle, sitting astride the Silverrun (a large river running to sea), is the only building still occupied in this ghostburg. The keep itself sits atop a waterwheel that helps power some magitech ballistae on the towers.
  1069. >Tumsrun Crossroads, Open Field - a crossroad for the roads from Farrlouf and Mitromar that leads south to Halburg Castle and eventually Worremburg. There's an embankment, an old bridge and dried up riverbed so this area was most likely where a river once run some time ago.
  1070.  
  1071. - - - - -
  1072.  
  1073. ///Saxolau
  1074. Owner: #RSK
  1075. Control: ?
  1076. Order: ?
  1077. Population: 650,000
  1078. Military Presence: ?
  1079. Military Experience: ?
  1080. Resources: Salt Mine
  1081. Notable Locations:
  1082. >Shronebeck, Castle - the salt mines of Saxolau are the largest and most advanced suppliers of rock salt on the continent. It stands to reason that their owner would want them protected, so a large castle with plenty of room for mustering soldiers was constructed to overlook the mines.
  1083.  
  1084. - - - - -
  1085.  
  1086. ///Hanolau
  1087. Owner: #RSK
  1088. Control: ?
  1089. Order: ?
  1090. Population: 680,000
  1091. Military Presence: ?
  1092. Military Experience: ?
  1093. Resources: NA
  1094. Notable Locations:
  1095. >Illendau, Major Town - the main highway south from Passau to the RSK capital, Spitzeilig, runs through this town. As it also runs to Ahm it used to be one of the busiest towns in the region. With the recent war, many merchants instead took to detouring through Worremburg and Darlesia to avoid Magister General Falwick's forces, who would sometimes appropriate necessary supplies.
  1096.  
  1097. - - - - -
  1098.  
  1099. ///Corfalen
  1100. Owner: #RSK
  1101. Control: ?
  1102. Order: ?
  1103. Population: 690,000
  1104. Military Presence: ?
  1105. Military Experience: ?
  1106. Resources: NA
  1107. Notable Locations:
  1108. >Castle Mohlitz, Castle - For those who want to avoid the Silverrun, a major river that runs rapid through Caert and Torsseltum, but still get to Worremburg from the north or east they must pass by Castle Mohlitz. It stands atop some narrow (and probably artificial) bluffs and can rain arrows on anybody passing by.
  1109.  
  1110. - - - - -
  1111.  
  1112. ///Worremburg
  1113. Owner: #RSK
  1114. Control: ?
  1115. Order: ?
  1116. Population: 1,050,000 (340,000 in city)
  1117. Military Presence: ?
  1118. Military Experience: ?
  1119. Resources: Medium Magitech Foundry
  1120. Notable Locations:
  1121. >Worremburg, City - the largest of the RSK's northern cities, Worremburg is an industrial centre. Although most magitech production for the RSK itself takes place further south Worremburg does most of the production for the northern states, including Darlesia and Vitria. The city itself is an odd beast, with an enormous road running due north for the entire length of the city. Worremburg Castle sits dead centre and the road actually runs through a tunnel underneath the keep. All merchant activity takes place along the road and walls separate the rest of the city from the road.
  1122.  
  1123. ---------
  1124. 8. GESPAD
  1125. ---------
  1126.  
  1127. ///Mitromar
  1128. Owner: #RSK
  1129. Control: Low
  1130. Order: High
  1131. Population: 570,000
  1132. Military Presence: Low
  1133. Military Experience: Weak
  1134. Resources: NA
  1135. Notable Locations:
  1136. >Gratsee, Major Town - an agricultural town to the north of the province.
  1137. >Crimitz, Castle-Town - containing the largest castle in the province, Crimitz sits in the mountainous areas in the north of the province. There used to be an active quarry nearby but the town is now mostly about seeing to the soldiers that move in and out of the province.
  1138.  
  1139. - - - - -
  1140.  
  1141. ///Marrogar
  1142. Owner: #RSK
  1143. Control: Low
  1144. Order: High
  1145. Population: 630,000
  1146. Military Presence: Very Low
  1147. Military Experience: Very Weak
  1148. Resources: Fishing, Floodplains
  1149. Notable Locations:
  1150. >Waihl, Major Town - a fishing town on the coast, flanked by numerous fishing villages.
  1151. >Sayta, Major Town - a trade town that lay on the crossroads between Port Temby, Mitromar and Gespad. Most smuggling operations aimed at getting goods to Vitria by land leave from here. Naturally, the place is crawling with RSK soldiers trying to stop them and lining their pockets with enough bribes to triple their salaries each year. It was a running joke among many soldiers from the north of the RSK when I campaigned that if you landed a posting in Sayta you could quit the army in a few years.
  1152.  
  1153. - - - - -
  1154.  
  1155. ///Ostriemar
  1156. Owner: #RSK
  1157. Control: ?
  1158. Order: ?
  1159. Population: 680,000
  1160. Military Presence: ?
  1161. Military Experience: ?
  1162. Resources: NA
  1163. Notable Locations:
  1164. >Fort Quorfort, Castle - a small fort that sits on a hillside near where the Silverrun splits into two. The river to Marrogar runs north of the fort and the one to Gespad runs south of the fort. Naturally, there are usable fords nearby and most roads run through these making Fort Quorfort an easy way to control traffic through the province.
  1165.  
  1166. - - - - -
  1167.  
  1168. ///Gespad
  1169. Owner: #RSK
  1170. Control: ?
  1171. Order: ?
  1172. Population: 850,000 (150,000 in city)
  1173. Military Presence: ?
  1174. Military Experience: ?
  1175. Resources: Fishing, Floodplains
  1176. Notable Locations:
  1177. >Gespad, City - an agrarian centre for the RSK, Gespad was once a town responsible for collecting and bundling up the enormous amounts of food surplus from the region to send to Spitzeilig. Naturally, such a racket attracted more people and merchants and Gespad is now a thriving city dominated by food. Defenses aren't much to speak of and the city has little more than a small keep.
  1178.  
  1179. - - - - -
  1180.  
  1181. ///Torfenburg
  1182. Owner: #RSK
  1183. Control: ?
  1184. Order: ?
  1185. Population: 690,000
  1186. Military Presence: ?
  1187. Military Experience: ?
  1188. Resources: NA
  1189. Notable Locations:
  1190. >Liefstadt, Major Town - almost all goods travelling from Worremburg to Brucchum pass through Liefstadt. Given how much is exported north, this means there's a good living to make here from the merchants. Oddly, all the buildings in the town are constructed so that it would be trivial to hide archers along all the rooftops and do a lot of damage to any caravans passing through. Given the RSK has held the land for most of history I genuinely wonder why they built it like this.
  1191. >Torfenburg Markets, Trading Post - ephemeral markets are a big thing in Torfenburg. They usually spring up as merchants try to avoid Liefstadt and the tolls and tariffs often imposed.
  1192.  
  1193. - - - - -
  1194.  
  1195. ///Brucchum
  1196. Owner: #RSK
  1197. Control: ?
  1198. Order: ?
  1199. Population: 710,000
  1200. Military Presence: ?
  1201. Military Experience: ?
  1202. Resources: NA
  1203. Notable Locations:
  1204. >Bruschel Castle, Castle - a coastal fortress that lay just above the floodline. Bruschel Castle would make for a good last stand location, with your back to the water.
  1205. >Landsport, Port Town - the largest port in the region, most exports travelling by sea leave Landsport.
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