Cities and Towns

Highcoast
Appearing as a series of buildings and brightly lit fires along the white surface of the snowy mountains of Boreas, Highcoast sits as a welcome to travelers who have braved the journey over the sea of Nonnos and reached the continent of Boreas. A home city for gnomish merchants, goliath mercenaries, human explorers, and elven scholars, Highcoast holds buildings and monuments rich with pre-purge history. The city survived the demon wave of destruction due to the combined efforts of the gnomes and goliaths; both forces who call Boreas home used the city as a station for magical crystals that were set-up to create a magical barrier for specified points for long periods of time. These barriers were set up only to protect the goliath home city of Brekka the gnomish city of Westedge, and the port of Highcoast. The human settlements on Boreas, and other small towns and villages did receive protection and were laid to waste by the demons. The humans who can trace their family line to the barbarian tribes of Boreas hold a lifelong grudge against the gnomes and goliaths of Boreas, and claim that the land should be divided to represent their former borders before the Great Purge. To this day, Highcoast does not allow barbarians from any tribe or clan to set foot on her shores, and should one attempt to enter the city they will be met with extreme hostility and force.

Population: 6000 Citizens
A hustling and bustling seaside city, Highcoast is the main vein for all trade onto Boreas. Both governments of gnome and goliath are aware of the city’s importance and have deployed a substantial amount of troops to watcher her boarders and her streets. The structures of Highcoast are gnomish in design, but were built to accommodate their much larger friends the goliaths. High archways, spacious interior entrance ways and rooms usually make up any home or shop found in the hilly city. The citizens of Highcoast respect both nature and technology, but hold magic as the highest force due to the scholarly presence of the gnomes and elven elders in the city’s academic society.

Culture:
The somewhat unspoken hatred against the barbarian tribes of Boreas is not apparent until one was to look at the art and literature found in the city museums. Paintings and carving depicting the battle of Itir Quickhand against numerous barbarians and the “evil” barbarian war chief named Denarius Maximillion. The statues in the city are reserved for goliath heroes who sacrificed their bodies to the war effort and saved their people along with the gnomes. The citizens of Highcoast regard magic users as powerful beings who deserve respect and assume all magic users are nobles, but the gnomes of Highcoast carry an air of superiority when capered to non-gnome magic users. The goliaths of Highcoast revere strength and family name above magic, but they know their tiny allies are not to be under estimated and both races have lived in harmony. Gnomes and goliaths can be seen frequently sharing drinks in taverns, enjoying games of luck, and working together in construction efforts for the city. Outsiders and explorers are always welcomed, as not many have braved the ocean voyage due to pirates and inclement weather stopping all but the bravest ship captains.

Leadership and Economy:
Highcoast is managed and governed by the gnomish government, but all edicts and decrees must pass approval of the goliath diplomats who represent the goliath citizens of Highcoast. A gnomish lord holds court in the palace of Itir, and sits with his cabinet of gnomish and goliath officials. The officials have advisers who patrol the city and attempt to assess the needs of the citizenry and foreign ambassadors. The advisers create reports for the officials and the reports are given to the Lord’s cabinet for an official review.

Highcoast specializes in rare goods found only in the frozen landscape and wilds of Boreas; the goliaths have a reputation for being the best mercenaries in all of Tannin, and as such numerous mercenary companies have established headquarters in Highcoast. Gnomish trinkets and magical items can be bought and sold freely in Highcoast, but the gnomish government takes huge taxes from magic item vendors, making that type of business unprofitable. Supplies for construction and weapon making are also exported to the nearby continents of Egar and Udoros, but recently those demands have died down.
Military and Defenses: Standing force of 300 Gnomish Battlemages, 400 Goliath Mountain Warriors, Anti-Siege weaponry, fleet of 15 Warships, 50 foot city wall around Highcoast, interior city defenses
The gnomes learned from the Great Purge, and created an interior city defense system which allows walls to be quickly set up in certain areas of the city to create choke-points against enemies who have breached the walls. A large 20 ft. high stone platform will emerge vertically from the cobblestone street should the city guard pull a lever from a nearby guard post. Different posts control different sections of the city’s interior defense system, and keys are issued to the guards assigned to those stations. The warships belong to the goliaths, whose ancestors learned to sail around the entire continent of Boreas, giving them a decent amount of sailing expertise and ocean warfare experience.

Birthplace of Technology:
Highcoast’s streets are filled with gnome merchants trying to sell new inventions and trinkets they’ve created, and the some of the streets themselves hold devices designed to protect the citizenry with retracting walls or automated weaponry. An aspiring inventor could find colleagues here who share their ideals, and even apprentices who would do anything to gain the attention and tutelage of a master. This hunger for technology also creates rivals and mercantile competitors who resort to violence and underhanded tactics to gain an edge over the competition. Adventurers who make it to Highcoast looking for work often find themselves involved in turf wars and committing crimes while working for benefactors with corporate takeovers on their minds.

In the shadow of a relic:
Scholars, mystics, and mages from far and wide come to Highcoast to stand in awe of the fabled Quickhand Crystals. These massive 25 ft. crystals exist in only three places on Boreas (Highcoast, Brekka, and Westedge) and they are all that remains of the system used to hold off the demons during the great purge. No samples or pieces are allowed to be taken, and guards constantly patrol these sights day and night. Anyone caught attempting to steal a piece is given no trial and is immediately put to death.
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Fallford
Established right after the Great Purge, Fallford was built directly on top of the entrance to the Undercitadel of Karnak in an effort to preserve what little piece of history the Dwarves have left. Under the guidance of the First Grand Regent, Fallford was able to establish itself as a well-protected city at the base of a dangerous mountain range. The Dwarves who chose not to live in the city set up smaller holds outside of Fallford; these holds established trade routes to the city with protection as payment. Over time the holds officially joined the Dwarven kingdom’s banner and the word spread that the Dwarfish Kingdom was still alive and well. Trade flourished and people from all over the world came to Fallford to marvel at the wonders of the world before the Great Purge. With gold flowing and races from all over the world visiting Fallford, crime from foreign lands found its way into the city. The Third Grand Regent drafted a set of new laws which would banish all non-Dwarven citizens from Fallford; the third Grand Regent’s son Mundri Titanus would be the one to pass the laws as his father was assassinated by strange creatures born of magic while he slept. Now the city has strict rules in place and trade with non-dwarf cultures have stopped completely.

Population: Estimated 3500 citizens
The citizens of Fallford have known the safety of their city and trust in the military’s ability. In the eyes of the people, the Dwarves of Fallford will raise their army and one day march against the savage Shifters and reclaim the plateaus of the northeast. A culture of supremacy and arrogance can be found in Fallford, but there are realists who know of the world’s current standings. To these realists, the Dwarves are an endangered people much like the Half-Orcs, or the Dragonborn; the true powerhouses of Tannin since the Great Purge have been the Elvish Empire with their Child Emperor. The Dwarves and Elves have been enemies for as long as know history has been recorded, and in this new post-purge landscape the bitter cold-war remains as lively as ever.

Culture:
Dwarven culture hold strength and wealth in the highest regards above all else. Art, music, and creativity are present and enjoyed by all of Fallford’s citizenry. Artists in today’s generation wrote songs of their empire’s past, poets and play-writes pen tales of heroic Dwarves vanquishing evil elvish barons and leading charges against hoards of Orcs.

Leadership and Economy:
The current leadership of Fallford consists of seven Viceroys each managing different their own district. The Viceroys act as political ambassadors when assigned missions by their Coordinators; the Coordinators manage the Viceroys and handle large tasks such as military deployments, supply dispersions, and tactical planning. The head of Fallford is the Great Regent who has two advisers and a number of servants at his side; the Great Regent was a trusted warrior who sat by the side of the Emperor in ancient times, now the Great Regent is a title given to the ruler of Fallford as it is the last major city housing only Dwarves.

Military and Defenses:
The Last Stronghold of the once great Dwarf Empire stands in between the steep cliffs and under the shadows of the treacherous mountains. Its walls are built out of the thickest stone slabs from older Dwarf fortresses which once stood in this area. Trade routes in and out of the city are watched over and inspected by a large structure called “The Gate House”. This structure is the only large gate into and out of the city; the walls which surround the city are always patrolled by numerous squads of highly skilled Dwarven Phalanx Troops and the patrols are always randomized. The military strength of Fallford relies on the training regimen given to the hopeful recruits who sign up to the Drwaven Army. The training consists of survival training and entrance into a sacred temple in the Undercitadel of Karnak. Once the recruits complete the trials they are given a new house-name and given a full set of armor.
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Fairhallow
In the months following the Great Purge, many displaced humans found themselves sailing from Oceanus to Egar. Once on the former Dwarven kingdom’s soil the humans found a suitable area in which to set up a small trading post. Amongst the ruins of an old Dwarven outpost, the trading post would deal primarily with wandering Shifters, and Dwarves who decided to live above ground. The trading post grew slightly over time and became a small village by the name of Fairhallow due to its usually calm and peaceful weather. Decades later a port was built which allowed visitors access to the continent of Egar much easier and safer than small row boats would. The village grew into a town with a mayor for leadership, and a small force of militia men as protection. Adventurers who were looking to find their way onto Egar would eventually come to know Fairhallow as the first stop on their journey; with suitable inns, and safe, friendly folk, Fairhallow was an ideal place to gather your team while planning out your journey.

Population: 350 citizens
Fairhallow has a very small population of Humans, Halflings, and Dwarves; due to the lack of infrastructure the town sees little to no growth. The citizens know their fellow neighbors and are very happy to see any and all travelers who seem “approachable”. The people of Fairhallow don’t believe danger will approach their small seaside town, and therefore never felt the need to push for a wall being built. A very relaxed sense of peace can be felt here at all times even by visitors.

Culture:
With the lack of economic growth, the citizens of Fairhallow have no need or desire to learn of art or dramas like that of the bigger cities. Farming, grazing cattle, woodworking, mining, and masonry are the pastimes of the people here; sculptures are a sign of wealth in Fairhallow and those who possess them are considered to be almost as high up as royalty. The town has no defensive walls other than farmers’ waist high fences and the occasional patrolling militia man, and this reflects the citizenry’s overall mood of constant peace.

Leadership and Economy:
Fairhallow is governed by a mayor who is elected by the populous every 10 years. The current mayor, Santi Moonhawk, is a Shifter who was elected because of his ability to calmly defuse tensions with wild Shifter tribes who wander into the town’s vicinity. The town imports numerous goods, but grows a majority of their own food. Santi was able to work out numerous trade negotiations with other port towns and cities and the town is in good standing with its trade partners.
Military and Defense:
Fairhallow has a militia force of 50 poorly equipped men who have seen no combat. The town has small fences around its boarders which farmers put up to keep wolves from eating their chickens and other small game. Fairhallow also has a large detachment of 30 mercenaries under the employ of Julis Gamble who protect him and watch over his manor.

Gateway to Egar:
Adventurers and travelers know Fairhallow as the safest place in Egar, and are well aware of its importance to keeping stability in communication between Egar and Oceanus. Visitors and some adventurers of good intentions donate to the town’s fund and help out when work becomes available in the town. Fairhallow has gained a reputation of being a great place for new adventurers to begin their career and set off into the many dangers, and possible fortunes of Egar.
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Rosebarrow:
Originally a mining outpost, Rosebarrow’s surrounding lands once held a gigantic forest with trees rumored to be as tall as the mountains themselves. The outpost sat directly on top of a gigantic silver vein in the earth. The original miners bought the land from the overseer for next to nothing, and allowed their families to live in the fertile lands which they had purchased. Others came to the mining outpost in search of silver and over time the time trees were cut down to make room for more development and lumber. After decades of logging and growth, the outpost had become a city and the trees had all been cut down. A Lord of the city was placed in power to help preserve what little resources remained, and walls began being built to keep out the waves of ravaging creatures which had now noticed the city of Rosebarrow.

Population: 6500 citizens
A large city located in the center of Oceanus which sits on a large vein of silver ore. A bustling population of 6500 citizens with all different races from around Tannin; the majority of the populous is made up of Humans, followed by a large mixture of Dragonborn, Halflings, and Tieflings. Rarely seen races in Rosebarrow are Dwarves, Shifters, and of course Elves.

Culture:
The people of Rosebarrow are known for their love of arts or mining; due to the city’s history and exporting prowess, citizens are either born into the hustle and bustle of nobility or the common daily grind of working in the silver mines. Rosebarrow houses multiple museums in two of its districts and has a Civic Tower where the citizenry can discuss current events with advisors to the lord of Rosebarrow. The majority of Rosebarrow’s nobles and social elites consist of bankers, lawyers, and famous retired adventurers. Clergymen of Pelor, Erathis, Bahamut, and the Raven Queen can be found in Rosebarrow along with temples to some of the minor gods.

Leadership and Economy:
Rosebarrow and its surrounding holds are ruled over by a Lord who has earned this title through either blood or marriage. Due to the manner in which the title is passed many noble families attempt to marry into the Lord of the city’s family line. The city exports vast amounts of silver, consumable goods, iron, and soldiers for protection to its nearby allies. Rosebarrow has no access to a coast and imports from other continents are considered a luxury with high-end prices. The city has numerous shops and traders in the Shopping District and taxes them fairly to allow for some growth.

Military and Defense:
Rosebarrow was never built as fortified city, but in the early years of its settlement there were numerous assaults from raiders, wild animals, and the occasional Kobold hunting party. Rosebarrow’s earliest militia began to set up patrols and trade with the nearby Barbarian tribes for stone to build their new defense against the wilds. Rosebarrow now has a defensive wall that is said to rival Fallford’s defenses and a city-watch with 3000 trained soldiers who have not experienced combat. The city is littered with mercenaries and sell-swords that are ready to work for the highest bidder, or kill for the highest bidder.

The Districts:
Rosebarrow has four unique districts which divide the city’s populous and help keep the nobility away from the poor.
- The Residential District full of housing clusters of the poor
- The Arms district that has multiple temples for worship and some museums as well
- The shopping district holds a large assortment of weapon and magic shops
- The central district which houses the Civic Tower, Noble Manors, and high price shops.
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Cities and Towns

Tannin and the Purge Wadewolf Wadewolf