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It is said that the cities of the League never sleep. By day, the powerful guilds clash over business interests and the League's mercenary Free Companies seek to find work on the Empire's borders. By night the street balladeers perform on every corner, and rival theatre-houses fight duels where the wordplay matters more than the swordplay. The long con is as much an art form here as the politics of high office; in the coffee-houses that never close, the cant covers both.
It is said that the cities of the League never sleep. By day, the powerful guilds clash over business interests and the League's mercenary Free Companies seek to find work on the Empire's borders. By night the street balladeers perform on every corner, and rival theatre-houses fight duels where the wordplay matters more than the swordplay. The long con is as much an art form here as the politics of high office; in the coffee-houses that never close, the cant covers both.


It is not all cut-throat competition, the League collects and flaunts their great works of art. They use their wits to deal with the enemies of the Empire that seek to undermine her. And the Church of the Little Mother feeds and shelters the orphans of the Empire - any of whom might become one of the Merchant Princes of tomorrow.
It is not all cut-throat competition, the League preserve and display great works of art. They use their wits to deal with the enemies of the Empire that seek to undermine her. And the Church of the Little Mother feeds and shelters the orphans of the Empire - any of whom might become one of the Merchant Princes of tomorrow.


===Five things to know about the League===
===Five things to know about the League===

Revision as of 09:34, 15 August 2012

"Nothing great without cost."

The people of the League are city-folk through and through. Nobody is given a free ride in the League; they earn their fine lifestyles through hard work and hard dealing. Competition is fierce - you might fall behind not because you have stumbled but simply because someone else is faster. You must seize every opportunity quickly if you wish to rise to become a Merchant Prince.

This is the League. The rivers that run down to the Bay of Catazar are the veins of the Empire, carrying the lifeblood of trade. The four great cities are its beating heart, sending tides of wealth back and forth across the nations. In the South is Sarvos; elegant and sophisticated, cultured and refined and Tessato; diplomatic, Machiavellian, persuasive and articulate. In the North is Temeschwar; ruthless, relentless, cold and hard and Holberg; pragmatic, ingenious, innovative and enlightened. Together as the League they are stronger than their parts - four strands inexorably woven to produce an unbreakable bond. They are a driven people, tolerating neither sloth nor lawlessness and from the wealthiest moneylender to the loudest street bravo, they are quick-witted and alert to opportunity and danger.

It is said that the cities of the League never sleep. By day, the powerful guilds clash over business interests and the League's mercenary Free Companies seek to find work on the Empire's borders. By night the street balladeers perform on every corner, and rival theatre-houses fight duels where the wordplay matters more than the swordplay. The long con is as much an art form here as the politics of high office; in the coffee-houses that never close, the cant covers both.

It is not all cut-throat competition, the League preserve and display great works of art. They use their wits to deal with the enemies of the Empire that seek to undermine her. And the Church of the Little Mother feeds and shelters the orphans of the Empire - any of whom might become one of the Merchant Princes of tomorrow.

Five things to know about the League

  • Life is competition, and someone is always keeping score. Citizens of the League love to compete – in commerce, in entertainment, even in love.
  • The rules of the game are not to be broken. The League is not just ruthless with lawbreakers, their society has complex rules and woe betide those who break them.
  • Keep your loyalties close, like the rings on your fingers. League loyalties are fiercely held and hard to break.
  • Coin counts, and everything costs. In the League wealth is status - this is the land of conspicuous consumption.
  • Everything is on show, like a mask on your face. Performance runs through the heart of the nation.

What the citizens of the League are not

  • Popinjays and dandies. While appearance and charm are important, wit and panache are no substitute for actual deeds. Scratch the surface of the League and beneath you find a Nation of ruthless, ambitious people absolutely committed to their goals.
  • DaVincian Inventors. Citizens of the League, especially Holberg, are imaginative and ingenious; they solve problems with their brains not their brawn. But Empire is not a game that supports the invention of new technologies - League characters are audacious, rather than inventive.

A map? A street map! You need more than a map of the streets to navigate this city, friend. There are rules to this city; break them, and the Prince will break you.

The Steel Throne, Act II, scene iv

The Nation

TV Series: The Borgias

Core Brief

Further Reading

This selection of articles can be downloaded as a PDF book (or as html only)