Alerham (ah-Ler-ham)
INTRIGUE AND ESPIONAGE
Spy Network Size:
Modest. The capital has up to a few spies working outside its borders.Infiltration Depth:
Embroiled.Goals:
- Deep cover into the heart of the target’s operations
- gaining the highest levels of trust
- achieving positions of power within the target’s structure
- Gathering general intelligence involving identification of key places, figures, routines and infrastructure.
- Ingratiating selves with individual targets
- monitoring and noting relationships and actively guarded information.
- Establishing and building deeper connections with key figures.
Repercussions:
- Individual: revelation of identity, imprisonment/ransom or attempts to turn operative, mortal peril,
- National: diplomatic tension, divulging information about discovered spy’s efforts, difficult negotiations, ultimatums, deals highly in favor of the, target, war
Counterintelligence:
None. The capital does not have counterintelligence operatives working within its bordersCRIME
Law Enforcement:
Extensive City Watch. Run by a captain and several sergeants, all key points are thoroughly guarded. The city perimeter is patrolled constantly, and city patrols happen regularly.Crime:
Frequent. The streets are unsafe, and a purse in plain sight is almost sure to be stolen. Vandalism and muggings are fairly regular. It’s dangerous to travel alone.Organized Crime:
Talk. Enough incidents have occurred that most folk don’t have trouble believing there is an organized criminal element in the capital. They operate quietly, but ambitiously, carrying out frequent, high-profile jobs. They could also have ties to government officials, or may even attempt to control elements of the capital itselfGovernment
Leadership:
Military Officer. The capital was originally controlled by the royal family until very, very recently--until a military officer suddenly staged a coup and took control of it.
Leadership Unity:
Accord. Most of those involved are on the same wavelength, and can often anticipate one another.Governing Priority:
Control. Absolute control is of utmost importance. All decisions are made with the aim of maintaining an iron grip on the capital and its people.Priority Approach:
Aggressive (Moderate). A defensive stance is taken, though opportunity is provided for good faith. If that opportunity is squandered, dealings can become much more difficult. Shows of force are typically relied upon but peaceful or, at least, agreeable resolutions are usually considered.Priority Success:
Mediocre. The leadership has made small steps in realizing its priority, achieving, perhaps, a single milestone.Military Officer (Leader) Lifestyle:
Luxurious. The leader takes unrestrained advantage of the comforts and luxuries available to one in their position, and presents a striking, or flamboyant, appearance.Military Officer (Leader) Residence:
Palace (Outside the Capital). The leader’s main residence is grand and palatial, with a great many opulent and comfortable rooms, as well as massive amounts of land used for a mixture of practical and leisurely uses. The estate also contains multiple smaller dwellings, probably for staff. The palace is designed as a luxury residence, not a defensible military structure.Leader Lifestyle Intent:
Genuine. The individual lives this lifestyle because they truly believe it is good/right/acceptable to live this way. This (whether positive or negative) might be based on influences from their life, such as how they were raised, or even a sense of entitlement.Number of Connections: 2
Connection Relation:
- 1 Enemy - Friendly. Relations are civil enough, but there is a fundamental and irreconcilable rivalry, or difference of opinion, that prevents any real alliance.
- 1 Ally - Trusted. The relationship is solid and unlikely to be shaken. Trust is likely founded on concrete elements, such as mutual admiration and/or shared interest.
Noteworthy Officials:
Master of the Wild:
- Surveys the surrounding areas, mapping the wilderness, looking for monsters or other threats, and regulating hunting.
- Competence: Committed. Utterly committed to the job, truly feeling it is of vital importance.
NOBILITY:
Type of Nobility:
Blood. Title and status are hereditary, passed down by birth or through marriage. Positions were likely originally awarded to the ancestors of current nobility by a powerful individual, perhaps to reward or purchase loyalty.Primary Nobles:
2 (not counting the ex-royal family who were recently replaced in the capital)Relationship to Leadership (military officer coup):
Supported. The nobility support what the leadership is doing, and generally agree with their goals and priorities.Relationship With the People:
Good. Relations are generally friendly. When a noble and commoner pass in the street, a nod or tip of the hat is typical.Root of Relationship with the People:
Hardship. A difficult and trying hardship has happened or is currently happening. The nobility are sharing in the hardship, or are actively working to ease the burden on the common folk.Defences
Fortification:
Lightly Fortified. The capital has bare-bones fortifications which are a minimal obstacle for enemy forces, but are adequate to deter wild animals. A simple gate, which can be barred in the evenings, sits astride the main road.MILITARY:
Standing.
The capital’s military is ever at the ready and active. Their training is ongoing, and they are kept well-supplied. They may double as a garrison for the capital or bolster city defenses.Recruitment Type:
Mandatory. New law states all able-bodied citizens must spend a certain amount of time serving in the military.Size:
Modest. The force’s size is respectable, but not what anyone would call large. Open warfare would likely be risky.Specialization:
Berserker. A section of the military force is made up of warriors that hurl themselves fearlessly into the fray, terrifying defenders and punching holes in enemy lines.Military Facilities:
Moderate Structures Inside the Capital. This encompasses well-equipped and outfitted barracks facilities, as well as quarters for officers. Training grounds are well-maintained, with separate, specialist facilities, all surrounded by moderate walls.1st Fleet:
- Formed in 289SA during the Thornian Rebellion
- Based in Alherham
- Fleet: 12 (naval)
FORTRESS CASTLE STRONGHOLD
Industry & Trade
Market Square:
Spacious. Room for lots of vendor stalls.Vendor Stall Acquisition:
First Come, First Served - No Fee. Merchants line up prior to market day. Those at the front of the line are given the spaces. No fees are charged.Merchant Overflow:
Encouraged. Excess vendors are encouraged to set up stalls outside the capital, if they are unable to get a spot in the square. There are maintained areas available for use, and are provided on a first-come, first-served basis. When in use by vendors, this area is regularly patrolled, if law enforcement personnel can be spared.Infrastructure
STEWARDSHIP:
Adequate. The capital’s fundamental elements are all taken care of relatively competently, but some room for improvement still exists. Lack of resources or involvement in more pressing matters, such as external conflicts or disaster management, are possible explanations.Size:
Medium. Structures in the capital are able to support around 50,000 people.General Condition:
Decent. The capital is passable. While not offensive to the senses of one that is well traveled, it could still be off-putting to those with lofty expectations. Structures may not be aesthetically pleasing, but are generally functional.Underground Passages:
Sewers. A network of drains, pipes, and trenches lies beneath the capital. Base the sewer’s condition upon that of the settlement, if they were built concurrently. They may pre-date the current capital city.Population Wealth:
Wealthy. Nearly everyone has what they need to live comfortably, many are able to live well, and some are very prosperous.Assets
MERCHANT DISTRICT
- District Condition: Worse. 1 step worse than general condition level.
- District Entry: Guarded. The district entrance has a strong guard Presence.
- District Crime: Equal. Same as the capital’s general crime level.
- Housing: Moderate. A fair amount of the buildings in the district house residents.
- District Notable Locations: One. The first additional location in the district is notable.
SHOPS:
Bank & Exchange (Guild)
Tailor (Guild)
Artist (Guild)
Cobbler
Magic Shop - Miscellaneous & Curiosities
Alchemist (Guild)
- NOTABLE LOCATION: More-Than-Meets-the-Eye. This location may seem to be one thing, but the right people know what else is there.
Rare Trade Goods (Guild)
SERVICE:
Bathhouse
URBAN ENCOUNTER:
- Impersonating an Officer. One or more persons approach the party claiming to be law enforcement, accusing them of breaking a law but confiding that they won’t take them in (if the price is right, naturally). More committed swindlers may even have a fake holding cell, or other elaborate equipment, to help sell the deception.
TEMPLE DISTRICT
- District Condition: Equal. Same as general condition level.
- District Entry: Guarded. The district entrance has a strong guard Presence.
- District Crime: Far Better. 2 steps better than the capital’s general crime level.
- Housing: Limited. Only a few live here; the district may be predominantly a place of business or functionality, or perhaps people avoid living here for another, less innocent reason.
- Primary Noble #1 Residence Location
- District Notable Locations: Two. Up to the first 2 additional locations in the district are notable.
NON-COMMERCIAL LOCATIONS:
Great Temple
- An awe-inspiring structure, devoted to that which it venerates. No expense was spared in its construction. It might display such elements as stunning frescos, elaborate stained-glass scenes, and towering, gilded statues. Walking into a great temple is a rare and striking experience for those who do not live near one.
- Fervency of Following: Subtle. Followers of the faith may be identifiable, but remain very reserved.
- Alignment of the Faith: Good
Archives/Library
SERVICES:
Hired Help: Scribes (Guild)
- Hired Help Size: Individual Person. The hired help is a single person hiring out their services.
Hired Help: Priestly Guidance (Guild)
- Hired Help Size: Individual Person. The hired help is a single person hiring out their services.
Hired Help: Hands of the Divine (Guild)
- Hired Help Size: Individual Person. The hired help is a single person hiring out their services.
SHOPS:
Artist (Lower quality) (Guild)
- NOTABLE LOCATION: Top-Notch Marketing. All around the capital you can see signage, or hear people mentioning, the location.
Alchemist (Guild)
- NOTABLE LOCATION: Local Loyalty. People who live nearby know this place and stick to it out of a deep-seated loyalty, even if there would seem to be better alternatives.
Carpenter
INDUSTRIAL DISTRICT
- District Condition: Equal. Same as general condition level.
- District Entry: Guarded. The district entrance has a strong guard Presence.
- District Crime: Better. 1 step better than the capital’s general crime level.
- Housing: Moderate. A fair amount of the buildings in the district house residents.
- District Notable Locations: One. The first additional location in the district is notable.
SHOPS:
Smithy
Industrial: Textile Production
Thatcher
Tailor (Guild)
SERVICE:
Club
- NOTABLE LOCATION: Magic. Some form of magic plays a role in what is drawing people here. It could be on purpose or accidental, innocent or malicious.
UPPER CLASS DISTRICT
- District Condition: Better. 1 step better than general condition level.
- District Entry: Lightly Guarded. The district entrance has a token guard presence.
- District Crime: Far Better. 2 steps better than the capital’s general crime level.
- Housing: Limited. Only a few live here; the district may be predominantly a place of business or functionality, or perhaps people avoid living here for another, less innocent reason.
- Primary Noble #2 Residence Location
- District Notable Locations: One. The first additional location in the district is notable.
SHOPS:
Bank & Exchange (Guild)
Baker
Tailor (Guild)
Luxury Furnishings (Guild)
Magic Shop Jewelry
SERVICES:
Doctor/Apothecary (Guild)
House of Leisure (Guild)
- NOTABLE LOCATION: Meeting Place. The establishment is in a particular location which is a prime landmark for people to easily meet. This tends to generate business by proximity.
Club
OUTSIDE THE CAPITAL:
Prison.
- Some sort of structure out here has been designated for holding prisoners or captives (for whatever reason) either temporarily or, perhaps, much longer term.
Training Grounds.
- Land was set aside for the training of large groups of people. If the capital has its own military force, they may use this. It could also be under the leadership of a mercenary company.
History
Origin:
Agriculture. Once a dense farming community, it’s production was such that wealth and population rapidly grew, necessitating the need for a larger presence.RECENT HISTORY:
A block of buildings caught fire in the Merchant District, devastating multiple businesses and/or residences.Tourism
NOTABLE VISITORS:
Military Commander
Reason for Visit: Diplomacy. They are here to negotiate some kind of agreement.Scribe
Reason for Visit: Had a Vision. They saw something in a dream that involved coming here.Explorer
Reason for Visit: Escape. They are trying to get away from something.Visitor Traffic:
Masses. Huge groups of people always seem to be visiting. Congestion could cause difficulties if the capital is unable to cope with very large amounts of people.Disposition:
Friendly. Locals are generally friendly, welcoming, and slow to take offense.Night Activity:
Active. Inns and taverns remain open perpetually. Some shops and services may be open, catering to late travelers or night owls. A fair amount of establishments may still be closed. If the capital has a gate, it is kept open, but guarded, ready to be closed, if needed.Geography
Environment:
Coastal. The capital is near a large body of water, such as a lake or ocean.Natural Resources
Farming [Agriculture].
- Outside the city
- A group of farms, providing food grown for the capital, are found on the nearest hospitable land under its control.
Founding Date
Age: Mature. The capital has been around at least 100, but up to 300, years.
Type
Capital
Population
Population Density: Populous. A moderate amount of people live in the capital. Walking through the streets, you will see plenty of people, but never so many that it would feel cramped.
Location under
Included Locations
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