There are eight great Citadels in the Known World. They are linked by
a crude system of roads and rivers, none of them safe enough to travel
without a heavily armed guard, though a large caravan is extremely
unlikely to come under attack. Trade is a slow and painful process,
if one chooses to follow these relatively safe paths.
There are two alternatives, however. One is to travel through the
Borderlands, that which lies between the land of the Living, and the
land of the Dead. Geography in the Borderlands corresponds, in a rough
sense, to geography in the Known World, but there is a warping of time
and space which occurs in the Borderlands, which usually
drastically shortens the time it takes to go from Point A to Point
B. Unfortunately, the Borderlands are inhabited by some extremely
dangerous creatures, not all of which are solid flesh and blood; it is
not unusual for a traveller to be killed by something he never saw or
heard. Furthermore, due to the warping of reality that occurs in the
Borderlands, it is known that strange magical "accidents" sometimes
befall the unwary. Still, the Borderlands are heavily travelled, and
the shorter routes provided by the Border Paths make reasonably speedy
trade in the Known World possible.
The other alternative is the Portals. Built by a generation of wizards
long since dead, they link the eight Citadels, through eight secret
places within each, in the form of a spoked wheel. Travel via the
Portals is virtually instantaneous. The secret of the Portals is
jealously guarded by the wearers of the Circlets, but it is known that
payment in magic is required to travel through them, and that the most
wealthy and powerful have access.
The Citadels are as follows, in the order of their establishment:
- Vos
-
The oldest of the Citadels, Vos is the center of learning in the Known
World, its ruling family strong and secure in its power. The city is
governed, on a day to day basis, by the Council of Sages, a group of
learned men, many of them mages, chosen for their competence and
loyalty. Vos is a city much-enamored of magic, and magic permeates
every aspect of everyday Vos existence; the city employs a veritable
battallion of wizards for everything from basic defense to weather
control. Culture and learning are greatly prized in Vos, but the arts
of war are not neglected, either; Vos has a vast array of secret magical
defenses, and it has successfully repelled many an invading army in the
past.
- Carvalon
-
Historically engaged in a friendly rivalry with Vos, Carvalon is the
second-oldest Citadel, home to the Knights of the Dragon. The dragon
is the central aspect of all life in Carvalon. Knights mounted on
dragonback defend Carvalon's demesnes. People keep small dragons as
household pets. The dragons are not nearly as intelligent as the humans,
but the Carvalon culture has raised their status to a cult level. The
ritual slaughter of dragons to provide dragonscale hide, dragontooth
daggers, dragoneye magical orbs, and many other useful items is one
of the annual festivals in Carvalon. The city is much obsessed with
its own defense, and they are a grim, practical people; they are
obsessed with efficiency, strongly valuing function over artistry.
Unlike most of the other Citadels, the Circlet is not entirely hereditary;
it goes to the Grand Master of the Knighthood, who must have bloodline
qualifications, though he is normally chosen for his skill and
accomplishments.
- Silek
-
Silek is one of the most feared of the Citadels. It has, for
centuries, been under the control of a powerful group of necromancers
(there is, in fact, some question as to whether its ruling family is
dead or alive). The undead perform most of the menial labor of the
city, under the watchful eye of the Zombie Masters. As a result, Silek
is quite prosperous, though always hungry for more magical resources.
It is often at war with one of the other Citadels, and the undead
armies of Silek are the terror of the Known World. These armies ravage
without a care for the living, destroying with a mindless purposefulness
that obliterates everything in their path, save for the magical resources
their controllers crave. The wizards of Silek are the acknowledged masters
of the arts of death and destruction, as well as the creation of magical
artifacts.
- Cordosa
-
The greatest trading city in the Known World, where, it is said, anything
can be bought or sold, including one's very soul. Nominally controlled
by its ruling family, its true power lies in the hands of the city's
merchant-princes (heads of household of the most powerful and richest
families), the ruling family itself tending towards more a scholarly
bent. Located upon the eastern coast of the main continent, at the
mouth of the mighty Cordosa River, it is perfectly situated as a
central trading city. Money is clearly the most important thing in
Cordosan culture; social status is defined by one's wealth. Politics
are Machiavellian, and assassination is a way of life. Cordosa
maintains a respectable military, and does not hesitate to defend its
interests.
- Zakharim
-
Once one of the Known World's greatest Citadels, an unexpected change
in weather a century ago drastically changed the crop yields of the
demesne, resulting famine, pestilence, and all manner of general
unpleasantness accompanying the collapse of the demesne's economy. A
city of splendid rchitecture, artistry, and grace has been transformed
into a spot of hell on earth, particularly since other Citadels,
notably Silek, have taken advantage of Zakharim's weakness to make war
upon it repeatedly. Still, it is said that there are residual places
of power, artifacts of great value, in Zakharim, from its glory
days. The ruling family is largely impotent, but it is said that they
still possess some ancient spells and powers that might one day permit
them to have their revenge upon the other Citadels. The wizards here
were summoners of djinn and other magical creatures; the flavor of
this city is a little like the Arabian Nights if H.P. Lovecraft had
written it.
- Freehold
-
Established originally as a rival trading city to Cordosa, a place
where those who did not wish to be subject to the power of a single
ruling family could flee to live in relatively democratic freedom,
Freehold has grown and prospered throughout the centuries. A number
of important trade routes pass through Freehold, and it is known for
the quality of goods manufactured within its demesnes. Freehold is
caught in the grip of its constantly-feuding Guilds of tradesmen and
craftsmen, and no one man ever holds its Circlet for long.
- North Keep
-
In the icy wastelands of the north is a Citadel controlled by a
fanatical priesthood devoted to regaining the favor of the Ancient
Gods (most notably Ka, father of the gods), through ascetical
puritanism. The followers of Ka can be found throughout the Known
World, preaching their religion, and performing good deeds (at least,
the Ka priests regard them as good, though sometimes the individual
"beneficiaries" might disagree). The followers of Ka do not use
traditional magic, but they do have their own powers, which are not
well-understood beyond their select circle. They also have a fearsome,
elite military, though their forces are relatively small.
- Miros
-
Miros is built within the last Great Forest in the Known World. It is
markedly different from all the other Citadels, in that the land that
it is built on is still relatively virgin, largely untouched by the
apocalypse of the previous millenium. As such, Miros does not have the
supply problems common to the other Citadels, but unfortunately, there
are a number of other races with a claim to that territory, including
the Faerie. Magic works unpredictably in Miros, due to the strong
Faerie taint of the place. The civilization in Miros is exotic, and
due to the nature of Faerie places, many of those who live here might
be considered madmen by those from other parts of the Known World.
Power is strongly in the hands of the magically-gifted family that
holds the Circlet of Miros.
All land within the Known World is classified as being part of the
demesne of a particular Citadel, or as being part of the Territory,
that which is presently unclaimed. A given Citadel might have very
limited control over all its demesne lands; in practice, the "safe
zone" is rarely more than a day's ride from the Citadel iself, but
within the demesne, the wearer of the Citadel's Circlet of Power is
able to call upon the Powers of the Realm granted by that Circlet,
and thus, some further semblance of civilization tends to be
maintained within these areas.
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Maintained by lwl@godlike.com / Created 04.10.97 / Revised 07.07.97