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The city is the mirror of the world. If we cannot master the city, how can we master the world?

Gidea di Sarvos, Reflections

Each territory in the League represents the land that extends around a single great city. Surrounding lands are tightly parcelled into estates, each of which is traditionally worked hard but may also be sculpted for maximum beauty. Commonly country estates are kept for show, but a Merchant Prince will only really relax when at their townhouse in the city, surrounded by the fruits of civilization. The League is small in terms of landmass compared to some other nations, but it still manages to have a sizable population.

Each of the four cities of the League has something of a character of its own. League citizens from that city may strive to exemplify what they see as the strong qualities of their city, but the truth is that all these characteristics are present in every citizen in the League. The physical city itself seems to have some effect, citizens from one city who move to another often find themselves reflecting the mood of their new home. How much an individual character or group chooses to emphasize the city of their birth - or the city they live in - is entirely up to the player.

Tassato Mestra and Tassato Regario

Peering at each other across the fast-flowing Vassa, Tassato is called the Twin City or the Split City. Providing the only easy way to cross the wide and dangerous river, Tassato is a city divided against itself. Tassato was originally two towns, Mestra and Regario, named for the feuding siblings who historically founded them on either bank of the Vassa. Over time, both towns grew on each bank and the river formed a natural boundary between them. Attempts to build bridges between the cities have always foundered and the people rely on boats and barges to cross the river.

The western part of the city is called Tassato Mestra, and the eastern is Tassato Regario. The people on either side of the river are historically rivals, and that historical rivallry occasionally boils up into open conflict. The two cities were unified under the control of Anabela di Regario, a merchant prince who ruled over a century before the creation of the Empire. Anabela was forced to contend with the constant rivalry between the two cities, open battles in the streets between bravos was causing widespread lawlessness and in the end the prince declared a ban on the open carrying of weapons. The ban had the desired effect, damping down the bloodshed although and the rivalry was slowly transformed to verbal banter between the two sides. The ban endured until Tassato joined the Empire and in that time the people became famous for their wordplay, launching quips and insults at each other like arrows.

Today Tassato enjoys an unrivalled reputation as a city where the spoken word is an art-form. Tassatans take a delight in layered meanings, subtexts and unspoken communication. The city has provided several senators famous for their brilliant oratory and representatives from the city are usually regarded as the finest diplomats in the Empire. Of all the people of the League, Tassatans are most likely to view life as a game and they are notorious for their love of intrigue, not just for the sake of advancement but for the sheer pleasure to be had thereby. They regard cunning diplomacy more highly than armed conflict, not because they are peace-loving, but instead because they regard words as a more effective tool than weapons in destroying their enemies - better to set enemies against enemies than to face them yourself. Manipulation is high art here - no surprise that the first and the finest mountebanks hail from Tassato.

Tassato Mestra is famous both for its boatyards - it is the primary source of the riverboats that ply their trade from Sarvos deep into Dawn - and for the boldness of its brothels. The west bank of the river is almost entirely given over to a gaudy display of brazenness, the so-called Street of Pleasures where anyone with the purse for it can buy company, narcotics and other goods of dubious virtue. The east part of the city, Tassato Regario, is best known for its workshops and magicians. According to legend, the printing press was designed in Tassato Regario and the first presses were employed here printing religious tracts, scholarly treatises and political manifestos.

In the centre of the Vassa towers the Imperial Mint where Imperial coinage is produced. While the fortified building itself is operated by the civil service, its protection falls to the people of the League, and the Master of the Imperial Mint is an important title among its citizens.

Citizens of Tassato generally refer to Regario and Mestra as seperate places, while everyone else refers to them as wards or parts of the same city.

The Jewelled City of Sarvos

Sarvos is constructed on an island just off the coast, like a beacon of light in the water. It is the cultural centre of the League, and arguably the whole Empire. It takes its common epithet from the many mirrors found upon the roofs of the city, said to "sparkle like gems" during the day. Folk legend suggests that if the mirrors are shattered the city will surely fall, and for this reason some citizens carry a mirror about their person, an affectation that encourages unfair accusations of vanity.

Sarvos is as driven as any city in the League, but art is its true passion. They claim to have invented theatre, a ludicrous claim but believable in a city graced with so many theatre-houses. They are certainly the originators of the magician troupes that are now commonplace throughout the League and they are usually the centre of League performance magic. Not just theatre is popular however; there are rival opera houses whose bitter divisions are every bit as keen as those of the leading theatre troupes. Several wealthy merchant princes have endowed their collections of art on the city and there are public galleries where the most beautiful pictures and sculptures can be viewed in exchange for a ring or two.

The land around the Bay of Catazar is lush and fertile, with low flood-plains; olive farms and prime grazing lands fed by the waters of four rivers: the lazy Couros that flows along the border of Highguard and Urizen; the flighty Scorrero, whose capricious nature has drowned many an unwary river captain on its course through the Brass Coast; the broad-banked Gancio, solid and well-defended, carrying Marcher exports through Rodez, Sarvos's daughter town; and the furious Vassa that flows down through Tassato. The four rivers are central characters in the art and folklore of the city. All the classic literature and theatre includes them in one form or another, whether as central characters or “clowns” during the interludes. A popular game between playwrights and critics is to conceal the characters in some way and challenge the critic to locate them.

Art in all forms is held in high regard, Sarvos is famous for its architecture, but it is also a byword for excellent food, and every bar, street vendor and hostelry prides itself on providing its own speciality snack: perhaps a particular way of spicing ham, or salting and smoking beef, or an excellent dipping sauce for vegetables. It is said that an epicure can dine out every night of their life in Sarvos and never eat the same meal twice.

Cramped streets flow between soaring towers, choked with merchants, tradesmen and students. It is the site of Diora University, a prominent seat of learning that specialises in researching obscure topics for money. Here can also be found Capodomus Cathedral, one of the largest religious structures in the Empire, a towering monument encrusted with precious materials and objets d’art.

On the south side of Sarvos are the drowned streets of Caricomare – a shattered ruin, waist-deep in water at its highest points and submerged entirely in others. Thirty years ago, it was a prosperous suburb of Sarvos. One night, however, a great storm came out of nowhere and the river burst its banks. The route of the river changed overnight and a mighty wave washed away the foundations of many buildings. In a single night, Carciomare was ruined – buildings were toppled and the streets filled with saltwater. The repairs were considered too costly and the floods created a displaced populace, compounding the overcrowding in the city. Caricomare today is an abandoned, dangerous place, a maze of flooded streets and waterlogged buildings, but it is said that riches can still be found in the depths, for those brave enough to investigate.

Temeschwar

Temeschwar was once part of wild Varushka, but it joined the Empire alongside Sarvos and Tassato, when the League was formed. Citizens of Temeschwar commonly make an effort to be as flamboyant as their southern fellows, but their dress is inevitably more practical, to accommodate the harsh northern weather. They are tradtionally more brutally pragmatic than those who live on the bay. It is a foothold of trade to Varushka, Wintermark and nearby Dawn. Trading in raw materials and crafted goods, especially weapons and armour, it is seen by many as the merchant capital of the northern lands.

Despite its good relations with Varushka, Temeschwar has always suffered somewhat from being distant from Sarvos and Tassato whose close proximity made them the natural heart of the League. Temeschwar may well be the richest of all the cities of the League, but it can never quite shake the fear that it is not as good as the others. This anxiety is just part of what drives the Temeschwari to be so competitive and so ruthless. Temeschwari strive to work that bit longer and that bit harder than anyone else in the League. If a Sarvossian closes their shop at sunset, their Temeschwari neighbour will light a pair of lanterns and keep trading for another hour.

The Temeschwari are not just the most competitive people in the League, they also have a well deserved reputation as the most ruthless. In the years before the creation of the Empire, the city was plagued by gangs of thieves and assassins who operated with open impunity despite the best efforts of the boyar, Ratibor. Thousands of inhabitants were linked with the different gangs who used tattoos to mark membership and enforce loyalty.

In the end Ratibor hired a force of Varushkan mercenaries and brought them in secret into the city during the depths of winter. In the notorious night of a thousand torches (named for the torches the soldiers carried to light their way) every inhabitant of the city was turned out of their beds, stripped and searched for marks. Anyone with a tattoo on their body was given a few minutes to collect their belongings before being forced from the city into the frozen snows beyond the walls. A few managed to bribe their way past the search but most were given over to the winter and were never seen again. The act was one of monstrous brutality, but it established the power of Ratibor as boyar and broke the power of the criminal gangs forever.

The Temeschwari wear their reputation for cold, hard dealing with pride. They view themselves as the strongest people in the League, combining the ambition and drive of the south with the strength and determination of the north. Physical as well as mental strength is prized here - Temeschwari bravos are as likely to favour the axe as the rapier - and her free companies have a reputation for toughness, as soldiers and as people. Most Temeschwari free companies are careful not to break the rules for they know the magistrates watch them carefully - but they will do almost anything required to win short of this. You can find many things in Temeschwar, it is said, but you will not find a scruple though you search the city from sunrise to sunset.

Holberg (Lost)

Build strong city walls and the world must come to you - and it will come to you, if only to marvel at your walls.

Holberg joined the League in 136AE under a riot of political strife in the Senate. The lands that surrounded the city were under the control of barbarian orcs until they were driven back in an epic five year war of conquest by Dawnish nobles and forces loyal to them. But Holberg itself was never conquered; the city was protected by a dozen high walls and the Dawnish armies had little taste for a lengthy siege. When the city was convinced to side with the Empire by League diplomats, it also successfully requested the Senate assign the territory to the League. Dawnish senators were incandescent with fury but there was nothing they could do and Holberg became the prosperous fourth city of the League.

In the decades that followed Holberg grew rich and prosperous. The lands around the city possessed a rich agricultural heritage, well known for their fine vineyards. In 346AE, however, barbarians attacked the territory, sacked the vineyards, and laid siege to the walled city. The Senate remained paralyzed throughout this time, unable to secure funding and forces to raise the siege and in the end the territory was lost to the orcs and remains under Orc rule to this day.

Holberg itself, however, has not yet fallen. Famous for its engineers, builders and architects, the city is immensely fortified and defenders still hold out to this day. The only approach to the city that remains viable is through a narrow pass that leads over the mountains and into Dawn. Every year their situation becomes worse. Citizens from Holberg clamour for the territory to be reclaimed, and press for the siege to be broken and the territory retaken. Unfortunately, while the city itself is still intact, the territory of Holberg is no longer under Imperial control so the city has lost their Senate seat until it can be reclaimed. The League lays part of the problem in regaining Holberg at the feet of the Dawnish. They claim that Dawnish Senators use every excuse to focus attention elsewhere, and Dawnish Generals actively resist plans that would allow the recapture of the city. Even the Empress seemed unable to break the deadlock.

Despite the currently tenuous situation, Holberg remains a vital part of the League. The city is notorious for its inventive brilliance, its ability to think of ingenious solutions to problems. Holberg invented the crossbow, but it is not inventions it is known for, so much as the ability of the inhabitants to use what they have to find solutions never before seen. Many Holberghians see life as a complex puzzle, one for which they are seeking the solution. They do not respect flights of fancy - but these people have found ways to build a city on a mountainside. They are utterly pragmatic but ingenious with it.

There is also an emphasis on learning and study that is found nowhere else in the Empire outside Urizen. Holberg already had its own university when it joined the League, something the other cities soon copied. It does not have great libraries to rival Urizen or Highguard but it is a centre of excellence for tutelage, particularly in practical skills like engineering and surgery. There have been several free companies from Holberg whose reputation as siege engineers was unrivalled throughout the Empire. Holberg gives the League a scholarly excellence that allows it to hold its own with rival nations like Urizen - they may not be able to retake the lowlands without help from the Empire, but they have ensured that the city will not fall.