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Aspiring Emperor Quest Province Info #2

Jun 30th, 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 XXXVI 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. 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.
  53.  
  54. - - - - -
  55.  
  56. ///1.2. Location Descriptions
  57.  
  58. FACTION CAPITAL
  59.  
  60. 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.
  61.  
  62. CITY (15K+ PEOPLE)
  63.  
  64. 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.
  65.  
  66. METROPOLIS (1M+ PEOPLE)
  67.  
  68. 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.
  69.  
  70. MAJOR TOWN (1K+ PEOPLE)
  71.  
  72. 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.
  73.  
  74. CASTLE-TOWN
  75.  
  76. 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.
  77.  
  78. PORT TOWN
  79.  
  80. 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.
  81.  
  82. CASTLE
  83.  
  84. 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.
  85.  
  86. FORTRESS WALL
  87.  
  88. 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.
  89.  
  90. STRONGHOLD
  91.  
  92. 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.
  93.  
  94. OPEN FIELD
  95.  
  96. 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.
  97.  
  98. TRADING POST
  99.  
  100. 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.
  101.  
  102. MAJOR BRIDGE OR FORD
  103.  
  104. 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.
  105.  
  106. TEMPLE OR MONASTERY
  107.  
  108. 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.
  109.  
  110. PLACE OF POWER
  111.  
  112. 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.
  113.  
  114. SOURCE
  115.  
  116. 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.
  117.  
  118. - - - - -
  119.  
  120. ///1.3. Resource Descriptions
  121.  
  122. WHAT DO RESOURCES DO?
  123.  
  124. 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.
  125.  
  126. MINES/QUARRIES
  127.  
  128. 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.
  129.  
  130. MAGE TOWER
  131.  
  132. 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.
  133.  
  134. FISHING
  135.  
  136. Abundant supplies of fish provide food production bonuses in this province.
  137.  
  138. SALT MINES
  139.  
  140. 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.
  141.  
  142. OLIVES
  143.  
  144. 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.
  145.  
  146. LAVA VENTS
  147.  
  148. 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.
  149.  
  150. FLOODPLAINS
  151.  
  152. 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.
  153.  
  154. OVERGROWN FORESTS
  155.  
  156. 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.
  157.  
  158. COFFEE
  159.  
  160. 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.
  161.  
  162. NATURAL SPRING
  163.  
  164. 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.
  165.  
  166. MAGITECH FOUNDRY
  167.  
  168. Magitech foundries are vital for the production of magitech. See the Empire Pastebin for details on foundries under player control.
  169.  
  170. - - - - -
  171.  
  172. ///1.4. Legend
  173.  
  174. Name: Given in the format of ///<Province Name>. This is the name of the province.
  175. Owner: The name of the faction controlling this province preceded by a #.
  176. 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.
  177. 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).
  178. Population: The approximate number of people in this province.
  179. Military Presence: How large the military in this province is.
  180. Military Experience: How experienced the military in this province is.
  181. 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).
  182. 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.
  183.  
  184. MILITARY REFERENCE
  185.  
  186. 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.
  187.  
  188. Very Low = <1,000 troops
  189. Low = <2,500 troops
  190. Moderate = <5,000 troops
  191. High = <10,000 troops
  192. Very High = >10,000 troops
  193.  
  194. Very Weak = Conscripts
  195. Weak = Green soldiers
  196. Moderate = Regulars
  197. Strong = Veterans
  198. Very Strong = Elites
  199.  
  200. #NEW# Quest map updated
  201.  
  202. ------------
  203. 2. QUEST MAP
  204. ------------
  205.  
  206. 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.
  207.  
  208. Imgur Link: https://i.imgur.com/OrAtAkU.jpg
  209.  
  210. -----------
  211. 3. DARLESIA
  212. -----------
  213.  
  214. ///Harrowmont
  215. Owner: #The York Empire
  216. Control: High
  217. Order: High
  218. Population: 200,000
  219. Military Presence: Low
  220. Military Experience: Very Weak
  221. Resources: N/A
  222. Notable Locations:
  223. >Harrowmont, Stronghold, Faction Capital - a large stronghold containing a Source. Reasonably close to the north of the province and against some bluffs. Mostly reconstructed.
  224. >Source - an active Source located several floors below Harrowmont (Stronghold)
  225.  
  226. - - - - -
  227.  
  228. ///Mier
  229. Owner: #The York Empire
  230. Control: Moderate
  231. Order: Low
  232. Population: 500,000
  233. Military Presence: Very Low
  234. Military Experience: Very Weak
  235. Resources: Extensive mine network and high quality quarries
  236. Notable Locations:
  237. >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.
  238. >Toulon, Major Town - a large trading town on the main road to Vitria, Toulon has some high quality smiths and other manufactures.
  239.  
  240. - - - - -
  241.  
  242. ///Olmm
  243. Owner: #The York Empire
  244. Control: High
  245. Order: Low
  246. Population: 500,000
  247. Military Presence: Very low
  248. Military Experience: Moderate
  249. Resources: Mine network and quarry
  250. Notable Locations:
  251. >Fort Locke, Castle - a small fort that overlooks the mines and quarry of the province.
  252. >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.
  253.  
  254. - - - - -
  255.  
  256. ///Vale
  257. Owner: #The York Empire
  258. Control: Moderate
  259. Order: Low
  260. Population: 510,000
  261. Military Presence: Low
  262. Military Experience: Weak
  263. Resources: Small mine network and quarries
  264. Notable Locations:
  265. >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.
  266. >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.
  267.  
  268. - - - - -
  269.  
  270. ///Port Temby
  271. Owner: #The York Empire
  272. Control: Moderate
  273. Order: Moderate
  274. Population: 280,000
  275. Military Presence: Low
  276. Military Experience: Weak
  277. Resources: Fishing piers; mage tower
  278. Notable Locations:
  279. >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.
  280.  
  281. - - - - -
  282.  
  283. ///Craol
  284. Owner: #The York Empire
  285. Control: High
  286. Order: Low
  287. Population: 480,000
  288. Military Presence: Low
  289. Military Experience: Moderate
  290. Resources: Fishing piers; Olives
  291. Notable Locations:
  292. >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.
  293.  
  294. - - - - -
  295.  
  296. ///Vitria
  297. Owner: #The York Empire
  298. Control: Moderate
  299. Order: Very Low
  300. Population: 700,000 (220,000 in city)
  301. Military Presence: Low
  302. Military Experience: Moderate
  303. Resources: Small magitech foundry
  304. Notable Locations:
  305. >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.
  306. >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.
  307.  
  308. - - - - -
  309.  
  310. #NEW# Darlesia is now yours. Changes to order and control.
  311.  
  312. ///Darlesia
  313. Owner: #The York Empire
  314. Control: Low
  315. Order: Very Low
  316. Population: 600,000 (250,000 in city)
  317. Military Presence: Very Low
  318. Military Experience: Very Weak
  319. Resources: Small inoperative magitech foundry
  320. Notable Locations:
  321. >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.
  322.  
  323. - - - - -
  324.  
  325. #NEW# Belongs to players.
  326.  
  327. ///Crece
  328. Owner: #The York Empire
  329. Control: Low
  330. Order: Low
  331. Population: 440,000
  332. Military Presence: Very Low
  333. Military Experience: Very Low
  334. Resources: Small mine network and quarries
  335. Notable Locations:
  336. >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.
  337.  
  338. - - - - -
  339.  
  340. #NEW# Belongs to players. Pop lowered due to fighting. Changes to other stats.
  341.  
  342. ///Taour
  343. Owner: #The York Empire
  344. Control: Low
  345. Order: Low
  346. Population: 835,000 (335,000 in city)
  347. Military Presence: Moderate
  348. Military Experience: Moderate
  349. Resources: Small magitech foundry
  350. Notable Locations:
  351. >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.
  352.  
  353. - - - - -
  354.  
  355. ///Raupe
  356. Owner: #The York Empire
  357. Control: Low
  358. Order: Very Low
  359. Population: 450,000
  360. Military Presence: Very Low
  361. Military Experience: Very Weak
  362. Resources: Very large salt mine
  363. Notable Locations:
  364. >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.
  365. >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.
  366.  
  367. - - - - -
  368.  
  369. #NEW# Belongs to players. Changes to other stats.
  370.  
  371. ///Deodain
  372. Owner: #The York Empire
  373. Control: Very Low
  374. Order: Very Low
  375. Population: 480,000
  376. Military Presence: Very Low
  377. Military Experience: Very Weak
  378. Resources: NA
  379. Notable Locations:
  380. >Dale, Major Town - the provincial agricultural food hub for Taour.
  381. >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.
  382.  
  383. - - - - -
  384.  
  385. #NEW# Belongs to players. Changes to other stats.
  386.  
  387. ///Forfdain
  388. Owner: #The York Empire
  389. Control: Low
  390. Order: Low
  391. Population: 450,000
  392. Military Presence: Very Low
  393. Military Experience: Weak
  394. Resources: NA
  395. Notable Locations:
  396. >Valoui, Major Town - the provincial agricultural food hub for Taour.
  397. >Sevre, Castle - a sturdy fort with significant underground areas overlooking some of the most fertile areas of the province in the north.
  398.  
  399. - - - - -
  400.  
  401. #NEW# Belongs to players. Changes to other stats.
  402.  
  403. ///Carrlouf
  404. Owner: #The York Empire
  405. Control: Low
  406. Order: Low
  407. Population: 470,000
  408. Military Presence: Very Low
  409. Military Experience: Weak
  410. Resources: NA
  411. Notable Locations:
  412. >Frejai, Major Town - the provincial agricultural food hub for Taour.
  413.  
  414. ----------
  415. 4. TERMINA
  416. ----------
  417.  
  418. ///Teret
  419. Owner: #Farun
  420. Control: Moderate
  421. Order: Moderate
  422. Population: 350,000
  423. Military Presence: Low
  424. Military Experience: Weak
  425. Resources: NA
  426. Notable Locations:
  427. >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.
  428. >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.
  429.  
  430. - - - - -
  431.  
  432. ///Illin
  433. Owner: #Farun
  434. Control: Moderate
  435. Order: High
  436. Population: 450,000
  437. Military Presence: Moderate
  438. Military Experience: Moderate
  439. Resources: NA
  440. Notable Locations:
  441. >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.
  442. >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.
  443.  
  444. - - - - -
  445.  
  446. ///Arrine
  447. Owner: #Farun
  448. Control: Moderate
  449. Order: High
  450. Population: 450,000
  451. Military Presence: Very Low
  452. Military Experience: Weak
  453. Resources: Fishing; Olives
  454. Notable Locations:
  455. >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.
  456.  
  457. - - - - -
  458.  
  459. ///Farun
  460. Owner: #Farun
  461. Control: High
  462. Order: Very High
  463. Population: 600,000 (140,000 in city)
  464. Military Presence: Low
  465. Military Experience: Weak
  466. Resources: NA
  467. Notable Locations:
  468. >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.
  469.  
  470. - - - - -
  471.  
  472. ///Darfus
  473. Owner: #Termina
  474. Control: Low
  475. Order: Low
  476. Population: 470,000
  477. Military Presence: Very Low
  478. Military Experience: Weak
  479. Resources: NA
  480. Notable Locations:
  481. >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.
  482. >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.
  483.  
  484. - - - - -
  485.  
  486. ///Hyrim
  487. Owner: #Termina
  488. Control: Low
  489. Order: Low
  490. Population: 480,000
  491. Military Presence: Very Low
  492. Military Experience: Weak
  493. Resources: NA
  494. Notable Locations:
  495. >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.
  496. >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.
  497.  
  498. - - - - -
  499.  
  500. ///Termina
  501. Owner: #Termina
  502. Control: Low
  503. Order: Moderate
  504. Population: 600,000 (210,000 in city)
  505. Military Presence: Moderate
  506. Military Experience: Weak
  507. Resources: Lava vents
  508. Notable Locations:
  509. >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.
  510.  
  511. - - - - -
  512.  
  513. ///Quins
  514. Owner: #Compagnon
  515. Control: Low
  516. Order: Low
  517. Population: 470,000
  518. Military Presence: Low
  519. Military Experience: Weak
  520. Resources: Floodplains
  521. Notable Locations:
  522. >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.
  523. >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.
  524.  
  525. - - - - -
  526.  
  527. ///Baccia
  528. Owner: #Compagnon
  529. Control: Very Low
  530. Order: Low
  531. Population: 470,000
  532. Military Presence: Low
  533. Military Experience: Weak
  534. Resources: NA
  535. Notable Locations:
  536. >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.
  537. >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.
  538.  
  539. - - - - -
  540.  
  541. ///Fernoble
  542. Owner: #Compagnon
  543. Control: Moderate
  544. Order: High
  545. Population: 540,000
  546. Military Presence: Very Low
  547. Military Experience: Very Weak
  548. Resources: Fishing
  549. Notable Locations:
  550. >Lariette, Major Town - Most trade from Compagnon to the Mage Guard travels through this town to avoid Terminan raiders and tariffs.
  551. >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).
  552.  
  553. - - - - -
  554.  
  555. ///Avinou
  556. Owner: #Compagnon
  557. Control: High
  558. Order: High
  559. Population: 580,000 (190,000 in city)
  560. Military Presence: Low
  561. Military Experience: Moderate
  562. Resources: NA
  563. Notable Locations:
  564. >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.
  565.  
  566. -----------
  567. 5. SHROPHAM
  568. -----------
  569.  
  570. ///Rafnorshire
  571. Owner: #Magi League
  572. Control: ?
  573. Order: ?
  574. Population: 670,000
  575. Military Presence: ?
  576. Military Experience: ?
  577. Resources: NA
  578. Notable Locations:
  579. >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.
  580. >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.
  581.  
  582. - - - - -
  583.  
  584. ///Sirrashire
  585. Owner: #Magi League
  586. Control: ?
  587. Order: ?
  588. Population: 750,000
  589. Military Presence: ?
  590. Military Experience: ?
  591. Resources: NA
  592. Notable Locations:
  593. >Cannuck, Major Town - an otherwise ordinary town that lay in the midst of one of the most fertile areas of the province.
  594. >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.
  595.  
  596. - - - - -
  597.  
  598. ///Fortun
  599. Owner: #Magi League
  600. Control: ?
  601. Order: ?
  602. Population: 800,000
  603. Military Presence: ?
  604. Military Experience: ?
  605. Resources: Coffee
  606. Notable Locations:
  607. >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.
  608. >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).
  609.  
  610. - - - - -
  611.  
  612. ///Corrustun
  613. Owner: #Magi League
  614. Control: ?
  615. Order: ?
  616. Population: 670,000
  617. Military Presence: ?
  618. Military Experience: ?
  619. Resources: Coffee
  620. Notable Locations:
  621. >Whitton, Major Town - A town that overlook many of the coffee plantations in the province.
  622.  
  623. - - - - -
  624.  
  625. ///Armahg
  626. Owner: #Magi League
  627. Control: ?
  628. Order: ?
  629. Population: 720,000
  630. Military Presence: ?
  631. Military Experience: ?
  632. Resources: Coffee
  633. Notable Locations:
  634. >Peckorton Castle, Castle - a small keep that lay on the highway from Devon to Shropham.
  635.  
  636. - - - - -
  637.  
  638. ///Shropham
  639. Owner: #Magi League
  640. Control: ?
  641. Order: ?
  642. Population: 1,380,000 (450,000 in city)
  643. Military Presence: ?
  644. Military Experience: ?
  645. Resources: Medium Magitech Foundry
  646. Notable Locations:
  647. >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.
  648.  
  649. - - - - -
  650.  
  651. ///Corthshire
  652. Owner: #Magi League
  653. Control: ?
  654. Order: ?
  655. Population: 720,000
  656. Military Presence: ?
  657. Military Experience: ?
  658. Resources: Natural Spring
  659. Notable Locations:
  660. >Fort Deech, Castle - a small fort that lay on the highway between Teret and Shropham/
  661. >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.
  662.  
  663. - - - - -
  664.  
  665. ///Sorsdain
  666. Owner: #Magi League
  667. Control: High
  668. Order: Moderate
  669. Population: 510,000
  670. Military Presence: Moderate
  671. Military Experience: Weak
  672. Resources: NA
  673. Notable Locations:
  674. >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.
  675. >Leyton Castle, Castle - a castle that lay on the frontier with Taour.
  676.  
  677. - - - - -
  678.  
  679. ///Sorruy
  680. Owner: #Magi League
  681. Control: High
  682. Order: Moderate
  683. Population: 540,000
  684. Military Presence: Very Low
  685. Military Experience: Weak
  686. Resources: NA
  687. Notable Locations:
  688. >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.
  689. >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.
  690.  
  691. - - - - -
  692.  
  693. ///Orkney
  694. Owner: #Magi League
  695. Control: High
  696. Order: Low
  697. Population: 400,000
  698. Military Presence: High
  699. Military Experience: Moderate
  700. Resources: Overgrown Forests
  701. Notable Locations:
  702. >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.
  703.  
  704. - - - - -
  705.  
  706. ///Trent
  707. Owner: #Magi League
  708. Control: ?
  709. Order: ?
  710. Population: 700,000
  711. Military Presence: ?
  712. Military Experience: ?
  713. Resources: NA
  714. Notable Locations:
  715. >Tarent, Major Town - a town in the north of the province, Tarent lay on the path to Armahg and Shropham.
  716. >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.
  717.  
  718. - - - - -
  719.  
  720. ///Devon
  721. Owner: #Magi League
  722. Control: ?
  723. Order: ?
  724. Population: 900,000 (150,000 in city)
  725. Military Presence: ?
  726. Military Experience: ?
  727. Resources: NA
  728. Notable Locations:
  729. >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.
  730.  
  731. ------
  732. 6. AHM
  733. ------
  734.  
  735. ///Tors
  736. Owner: #Magi League
  737. Control: ?
  738. Order: ?
  739. Population: 680,000
  740. Military Presence: ?
  741. Military Experience: ?
  742. Resources: NA
  743. Notable Locations:
  744. >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.
  745.  
  746. - - - - -
  747.  
  748. ///Basilii
  749. Owner: #Magi League
  750. Control: ?
  751. Order: ?
  752. Population: 700,000
  753. Military Presence: ?
  754. Military Experience: ?
  755. Resources: NA
  756. Notable Locations:
  757. >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.
  758. >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.
  759.  
  760. - - - - -
  761.  
  762. ///Vertier
  763. Owner: #Magi League
  764. Control: ?
  765. Order: ?
  766. Population: 720,000
  767. Military Presence: ?
  768. Military Experience: ?
  769. Resources: NA
  770. Notable Locations:
  771. >Verlien Castle, Castle - a castle that sits on a crossroads between the major towns of the region and Ahm.
  772.  
  773. - - - - -
  774.  
  775. ///Ahm
  776. Owner: #Magi League
  777. Control: Very High
  778. Order: Very High
  779. Population: 2,350,000 (1,400,000 in city)
  780. Military Presence: Very High
  781. Military Experience: Very Strong
  782. Resources: Multiple Magitech Foundries of varying size
  783. Notable Locations:
  784. >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.
  785. >???'s Place of Power - a Place of Power attuned to an unknown individual. Connected to the Harrowmont Source.
  786.  
  787. - - - - -
  788.  
  789. ///Pirrus
  790. Owner: #Magi League
  791. Control: ?
  792. Order: ?
  793. Population: 650,000
  794. Military Presence: ?
  795. Military Experience: ?
  796. Resources: NA
  797. Notable Locations:
  798. >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.
  799.  
  800. - - - - -
  801.  
  802. ///Eastwall
  803. Owner: #Magi League
  804. Control: High
  805. Order: High
  806. Population: 590,000
  807. Military Presence: High
  808. Military Experience: Weak
  809. Resources: NA
  810. Notable Locations:
  811. >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.
  812. >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.
  813.  
  814. - - - - -
  815.  
  816. ///Bern
  817. Owner: #Magi League
  818. Control: ?
  819. Order: ?
  820. Population: 660,000
  821. Military Presence: ?
  822. Military Experience: ?
  823. Resources: Large Magitech Foundry
  824. Notable Locations:
  825. >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.
  826.  
  827. - - - - -
  828.  
  829. ///Setreb
  830. Owner: #Magi League
  831. Control: ?
  832. Order: ?
  833. Population: 730,000
  834. Military Presence: ?
  835. Military Experience: ?
  836. Resources: NA
  837. Notable Locations:
  838. >Ustoll, Major Town - an otherwise unremarkable town, Ustoll is the largest town in the province and lay on a crossroads
  839. >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.
  840.  
  841. - - - - -
  842.  
  843. ///Bridgeton
  844. Owner: #Magi League
  845. Control: ?
  846. Order: ?
  847. Population: 660,000
  848. Military Presence: ?
  849. Military Experience: ?
  850. Resources: NA
  851. Notable Locations:
  852. >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.
  853. >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.
  854.  
  855. - - - - -
  856.  
  857. ///Coventry
  858. Owner: #Magi League
  859. Control: High
  860. Order: High
  861. Population: 620,000
  862. Military Presence: High
  863. Military Experience: Moderate
  864. Resources: Mage Tower
  865. Notable Locations:
  866. >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.
  867.  
  868. - - - - -
  869.  
  870. ///Lyss
  871. Owner: #Magi League
  872. Control: ?
  873. Order: ?
  874. Population: 900,000 (140,000 in city)
  875. Military Presence: ?
  876. Military Experience: ?
  877. Resources: Small Magitech Foundry
  878. Notable Locations:
  879. >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.
  880.  
  881. - - - - -
  882.  
  883. ///Trycet
  884. Owner: #Magi League
  885. Control: ?
  886. Order: ?
  887. Population: 450,000
  888. Military Presence: ?
  889. Military Experience: ?
  890. Resources: NA
  891. Notable Locations:
  892. >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.
  893. >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.
  894.  
  895. - - - - -
  896.  
  897. ///Crecy
  898. Owner: #Magi League
  899. Control: Moderate
  900. Order: Low
  901. Population: 470,000
  902. Military Presence: Very High
  903. Military Experience: High
  904. Resources: Floodplains
  905. Notable Locations:
  906. >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.
  907. >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.
  908.  
  909. - - - - -
  910.  
  911. ///Thune
  912. Owner: #Magi League
  913. Control: ?
  914. Order: ?
  915. Population: 420,000
  916. Military Presence: ?
  917. Military Experience: ?
  918. Resources: Overgrown Forests
  919. Notable Locations:
  920. >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.
  921.  
  922. -------------
  923. 7. WORREMBURG
  924. -------------
  925.  
  926. ///Dermost
  927. Owner: #RSK
  928. Control: ?
  929. Order: ?
  930. Population: 400,000
  931. Military Presence: ?
  932. Military Experience: ?
  933. Resources: Medium Magitech Foundry
  934. Notable Locations:
  935. >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.
  936. >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.
  937.  
  938. - - - - -
  939.  
  940. ///Cassenne
  941. Owner: #RSK
  942. Control: ?
  943. Order: ?
  944. Population: 390,000
  945. Military Presence: ?
  946. Military Experience: ?
  947. Resources: Overgrown Forests
  948. Notable Locations:
  949. >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.
  950.  
  951. - - - - -
  952.  
  953. ///Arrece
  954. Owner: #RSK
  955. Control: Low
  956. Order: Low
  957. Population: 550,000
  958. Military Presence: Very High
  959. Military Experience: Weak
  960. Resources: Mage Tower
  961. Notable Locations:
  962. >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.
  963.  
  964. - - - - -
  965.  
  966. ///Moln
  967. Owner: #RSK
  968. Control: Moderate
  969. Order: Low
  970. Population: 570,000
  971. Military Presence: High
  972. Military Experience: Weak
  973. Resources: NA
  974. Notable Locations:
  975. >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.
  976. >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.
  977.  
  978. - - - - -
  979.  
  980. ///Farrlouf
  981. Owner: #RSK
  982. Control: Moderate
  983. Order: Moderate
  984. Population: 570,000
  985. Military Presence: Moderate
  986. Military Experience: Weak
  987. Resources: NA
  988. Notable Locations:
  989. >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.
  990. >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.
  991.  
  992. - - - - -
  993.  
  994. ///Passau
  995. Owner: #RSK
  996. Control: ?
  997. Order: ?
  998. Population: 860,000 (190,000 in city)
  999. Military Presence: ?
  1000. Military Experience: ?
  1001. Resources: NA
  1002. Notable Locations:
  1003. >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.
  1004.  
  1005. - - - - -
  1006.  
  1007. ///Breulau
  1008. Owner: #RSK
  1009. Control: ?
  1010. Order: ?
  1011. Population: 670,000
  1012. Military Presence: ?
  1013. Military Experience: ?
  1014. Resources: NA
  1015. Notable Locations:
  1016. >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.
  1017. >Pultiz, Major Town - a market town that straddles the crossroads from Passau and Arrece that leads to Worremburg through Caert.
  1018.  
  1019. - - - - -
  1020.  
  1021. ///Caert
  1022. Owner: #RSK
  1023. Control: ?
  1024. Order: ?
  1025. Population: 690,000
  1026. Military Presence: ?
  1027. Military Experience: ?
  1028. Resources: NA
  1029. Notable Locations:
  1030. >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.
  1031. >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.
  1032.  
  1033. - - - - -
  1034.  
  1035. ///Torsseltum
  1036. Owner: #RSK
  1037. Control: ?
  1038. Order: ?
  1039. Population: 670,000
  1040. Military Presence: ?
  1041. Military Experience: ?
  1042. Resources: NA
  1043. Notable Locations:
  1044. >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.
  1045. >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.
  1046.  
  1047. - - - - -
  1048.  
  1049. ///Saxolau
  1050. Owner: #RSK
  1051. Control: ?
  1052. Order: ?
  1053. Population: 650,000
  1054. Military Presence: ?
  1055. Military Experience: ?
  1056. Resources: Salt Mine
  1057. Notable Locations:
  1058. >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.
  1059.  
  1060. - - - - -
  1061.  
  1062. ///Hanolau
  1063. Owner: #RSK
  1064. Control: ?
  1065. Order: ?
  1066. Population: 680,000
  1067. Military Presence: ?
  1068. Military Experience: ?
  1069. Resources: NA
  1070. Notable Locations:
  1071. >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.
  1072.  
  1073. - - - - -
  1074.  
  1075. ///Corfalen
  1076. Owner: #RSK
  1077. Control: ?
  1078. Order: ?
  1079. Population: 690,000
  1080. Military Presence: ?
  1081. Military Experience: ?
  1082. Resources: NA
  1083. Notable Locations:
  1084. >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.
  1085.  
  1086. - - - - -
  1087.  
  1088. ///Worremburg
  1089. Owner: #RSK
  1090. Control: ?
  1091. Order: ?
  1092. Population: 1,050,000 (340,000 in city)
  1093. Military Presence: ?
  1094. Military Experience: ?
  1095. Resources: Medium Magitech Foundry
  1096. Notable Locations:
  1097. >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.
  1098.  
  1099. ---------
  1100. 8. GESPAD
  1101. ---------
  1102.  
  1103. ///Mitromar
  1104. Owner: #RSK
  1105. Control: Low
  1106. Order: High
  1107. Population: 570,000
  1108. Military Presence: Low
  1109. Military Experience: Weak
  1110. Resources: NA
  1111. Notable Locations:
  1112. >Gratsee, Major Town - an agricultural town to the north of the province.
  1113. >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.
  1114.  
  1115. - - - - -
  1116.  
  1117. ///Marrogar
  1118. Owner: #RSK
  1119. Control: Low
  1120. Order: High
  1121. Population: 630,000
  1122. Military Presence: Very Low
  1123. Military Experience: Very Weak
  1124. Resources: Fishing, Floodplains
  1125. Notable Locations:
  1126. >Waihl, Major Town - a fishing town on the coast, flanked by numerous fishing villages.
  1127. >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.
  1128.  
  1129. - - - - -
  1130.  
  1131. ///Ostriemar
  1132. Owner: #RSK
  1133. Control: ?
  1134. Order: ?
  1135. Population: 680,000
  1136. Military Presence: ?
  1137. Military Experience: ?
  1138. Resources: NA
  1139. Notable Locations:
  1140. >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.
  1141.  
  1142. - - - - -
  1143.  
  1144. ///Gespad
  1145. Owner: #RSK
  1146. Control: ?
  1147. Order: ?
  1148. Population: 850,000 (150,000 in city)
  1149. Military Presence: ?
  1150. Military Experience: ?
  1151. Resources: Fishing, Floodplains
  1152. Notable Locations:
  1153. >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.
  1154.  
  1155. - - - - -
  1156.  
  1157. ///Torfenburg
  1158. Owner: #RSK
  1159. Control: ?
  1160. Order: ?
  1161. Population: 690,000
  1162. Military Presence: ?
  1163. Military Experience: ?
  1164. Resources: NA
  1165. Notable Locations:
  1166. >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.
  1167. >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.
  1168.  
  1169. - - - - -
  1170.  
  1171. ///Brucchum
  1172. Owner: #RSK
  1173. Control: ?
  1174. Order: ?
  1175. Population: 710,000
  1176. Military Presence: ?
  1177. Military Experience: ?
  1178. Resources: NA
  1179. Notable Locations:
  1180. >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.
  1181. >Landsport, Port Town - the largest port in the region, most exports travelling by sea leave Landsport.
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