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The World In-Between

Ledon (L-ay-don)

Spy Network Size:

  Modest. The capital has up to a few spies working outside its borders.

Spy Infiltration Depth: 

General.

Goals:

Gathering general intelligence involving identification of key places, figures, routines and infrastructure.

Repercussions:

  • Individual - revelation of identity
  • National - diplomatic tension, divulging information about discovered spy’s efforts.

Counterintelligence: 

Modest. The capital has up to a few operatives working within its borders.  

Watchfulness: 

Passing. Obvious threats to the capital are found and dealt with. Threats with any serious degree of subtlety (if there are any) go undetected.  

Crime: 

Common. Most are used to hearing about some sort of trouble every day or two. Everyone knows someone who’s been a victim of crime, either a theft or, sometimes, even a mugging, or worse.  

Organized Crime: 

Open. Though key members may be unknown, the presence of the organization is common knowledge and, though it may not have been fully proved, it’s clear they have a direct hand in running the capital. They operate with impunity, with little fear of reprisal or repercussion, likely taking no steps to mask their presence to ensure compliance, such as with a sigil on a sealed envelope.

Government

Leadership: 

Emperor Titus Cicero Amulius (previously a Centurion). He took control of the throne and capital by force after staging a coup and slaughtering his entire family. He is the bastard son of the previous emperor.  

Leadership Unity: 

Strained. Tension can be felt in the room, and overly polite disagreements are frequent.  

Governing Priority: 

Expansionist. The capital wishes to expand its reach, bringing more regions into itself.  

Priority Approach: 

Aggressive (Strong). A defensive stance is taken, assuming and preparing for conflict at all times. Negotiation is considered only if the offer is extremely appealing. More often than not, the preference is to use ultimatums or physical force.  

Priority Success: 

Successful. The leadership has been successful at pursuing its priority, achieving several of its overall goals.

Lifestyle: 

Exquisite. The leader quietly enjoys the luxuries afforded to one in their lofty position, and presents a refined, well-maintained appearance.  

Residence: 

Palace (Inside the Capital). The leader’s main residence is grand and palatial, with a great many opulent and comfortable rooms. It occupies a significant amount of the land in the capital. Staff probably have their own wing, or floor, within the property. The palace is designed as a luxury residence, not a defensible military structure.  

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.  

Connection Relation:

  • Fae Courts: Enemy - Hated. The relationship is bitter and, barring an amazing turn of events, unsalvageable. This hatred could have stemmed from a perceived (or actual) insult, an attack, or opposing interests.
  • Stefania: Enemy - Friendly. Relations are civil enough, but there is a fundamental and irreconcilable rivalry, or difference of opinion, that prevents any real alliance.

Defences

Fortifications:

Heavily Fortified. The capital is surrounded by a heavy wall of wood or stone with several watchtowers built along its length. The gate is double-thickness and reinforced with metal bands. There are additional watchtowers built at various points throughout the surrounding countryside.  

Military: 

  • The capital has some kind of military force.
  • Standing. The capital’s military is ever 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: Mercenary. The force is bought and paid for until such time as their contract ends, at which point the mercenaries renew or move on. Also, volunteers. Forces are made up of individuals who joined up willingly, and of their own volition.
  • Size of Force: Grand. The force’s size is considerable. As massing these kinds of numbers is uncommon, it would likely have a numerical advantage in the field.
  • Specialization: Engineering. A section of the military force uses knowledge of materials and structure to exploit enemy weaknesses or create their own advantages. They may also employ devices such as explosives or traps.
  • Military Facilities: Robust Structures Inside the Capital. This encompasses extremely well-equipped and outfitted barracks facilities, and quarters for officers. Training grounds are expansive and contain anything that could be required for high-level military training. All is protected by heavy walls.

Type of Nobility: 

  • Wealth/Possessions. Those granted noble status within the upper echelons are the wealthiest citizens, either monetary, or those with the most property, goods, livestock etc, dependent on culture.
  • Primary Nobles: 9
  • Relationship to Leadership: Disliked. The nobility are not fond of the leadership, but have yet to truly cause a problem.
  • Relationship with the People: Bad. Dislike is pervasive. Dealings between nobles and commoners usually result in mutterings and barely-concealed curses, but open hostility is rare.
  • Root of Relationship with the People: Resources. The common folk feel the nobles do not distribute resources fairly, prioritizing plenty for themselves over making sure there is enough for all.

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.

Industry & Trade

Market Square:

Spacious. Room for lots of vendor stalls.  

Vendor Stall Acquisition:

Sponsored Referral Only - No Fee. A stall may only be acquired if the vendor is sponsored by a citizen of the capital. The sponsor assumes responsibility for the vendor. The space is granted once proof of sponsorship is submitted and approved.  

Merchant Overflow:

Banned. Excess vendors are not allowed to set up stalls outside the town. City guards will enforce this.

Infrastructure

Size:

Very Large. Structures in the capital are able to support over 150,000 people or more.  

Stewardship:

Passing. The capital’s fundamental elements are taken care of to a serviceable degree, though an inequality of attention is noticeable, and some areas seem to take priority over others. It could be that resources are not plentiful enough to cover everything, but those in charge are doing the best they can.  

General Condition:

Impressive. The capital is well taken care of, and cleanliness is clearly a priority. Structures are maintained, though signs of wear may still be apparent. It feels lived-in, but of a respectable quality in every regard.  

Population Wealth: 

Average. Most of the capital’s population have enough to live a modest life. Those without are a minority.

Districts

SLUMS DISTRICT

  • Slums. This district is an area where those with lesser means might live.
  • Condition: Worse. 1 step worse than the general condition level. Decent. The district 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.
  • Entry: Guarded. The district entrance has a strong guard presence.
  • District Crime: Far Worse. 2 steps worse than the capital’s general crime level. (Dangerous)
  • 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.
NOTABLE LOCATIONS:
  • The ruins of a seven-sided tower, said to be haunted by the shadows of the warriors who failed to defend it.
  • A spire of hewn stone, said to entomb an ancient and powerful demon.
SHOPS
  • Bakery
  • General Store
  • The Cruck House Butchery. The house is a timber and brick and large single storey building, with a tanned wooden roof and a large cellar. It contains 4 rooms total with 2 bedrooms, each containing a dresser. The kitchen has a small firepit with a cauldron over the fire. Outside is a rack of cured meats that are hung in bundles from the rafters. 
  • Owner: Atticus, Male Human: This western man is abnormally tall. His whole body is exceptionally muscular. His hair is black and curly. His gray eyes are joyful and have crows feet at the edges.Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.History: The child of western immigrants, he idolized his father. A gifted student he started as a Barber, but he got bored and became a Carter. He has gone from town to town till he finds a spot where he can set up a sustainable business.Motivation: Expand his business; and balancing his hectic life and new carter responsibilities is difficult
SERVICE
  • House of Leisure
  • Inn
  • Tavern
  • Club
  • Barber
 

DOCKS DISTRICT

  • Docks. This district has a focus on all naval and seafaring matters.
  • Condition: Same as general condition level.
  • Impressive. The district is well taken care of, and cleanliness is clearly a priority. Structures are maintained, though signs of wear may still be apparent. It feels lived-in, but of a respectable quality in every regard.
  • Entry: Lightly Guarded. The district entrance has a token guard presence.
  • District Crime: Far Worse. 2 steps worse than the capital’s general crime level. (Dangerous)
  • 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.
SHOPS
  • Shipwright
  • Weaver
  • Rare Trade Goods
  • Smithy
SERVICES
  • House of Leisure
  • The Fool’s Inn
  • The Pirate and Mug (Tavern)
  • A modest adventurer's tavern, built around a hewn stone impaled by a sword.
  • Doctor/Apothecary
NON-COMMERCIAL LOCATION
  • Altar of Adamitrix (Goddess of the Ocean)
 

INDUSTRIAL DISTRICT

  • Industrial. This district has a focus on large-scale production facilities.
  • Condition: Same as general condition level.
  • Impressive. The district is well taken care of, and cleanliness is clearly a priority. Structures are maintained, though signs of wear may still be apparent. It feels lived-in, but of a respectable quality in every regard.
  • Entry: Guarded. The district entrance has a strong guard presence.
  • District Crime: Far Better. 2 steps better than the capital’s general crime level. (Infrequent)
  • 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.
SHOPS
  • Foundry/Smelting
  • Smithy
  • Textile Production
  • Cooper
  • Maniusec's Clocks: The workshop of a female human clockmaker named Pussia Maniusec, who is rumored to have once made a clock for Death (AKA Grimshaw).
  • Firmasea's Pottery: The workshop of a male human potter named Kaeso Liusenius Firmasea, who was once a great wizard, but retired after defeating the Dragon of the Sati Woods.
  • Aulpian's Woodwork: A cluttered woodcarver's workshop, built around a large oaken tree.
NOTABLE LOCATIONS:
  • A broken spire of rough-hewn stone, which floats several inches above the ground.
  • The Guildhall: An impressive half-timbered building, once an inn house. It contains a large meeting hall and several smaller rooms, and is shared amongst several local merchant guilds.
  • The Barracks: A sturdy stone-walled building, a station of of the town guard. It adjoins a walled courtyard used to detain thieves and scofflaws.

TEMPLE DISTRICT

  • Distinct Condition: Equal. Same as general condition level.
  • Entry: Guarded. The district entrance has a strong guard presence.
  • District Crime: Far Better. 2 steps better than the capital’s general crime level. (Infrequent)
  • Housing: None
NON-COMMERCIAL LOCATIONS:
  • Great Temple of Ojordaal (God of War)
  • 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.
  • Fervent. Followers are outspoken, with little or no fear of reproach. They may sing or speak to the masses.
  • Archives/Library
  • Amphitheater
SERVICES:
  • Hired Help: Scribes,
  • Hired Help: Priestly Guidance,
  • HiredHelp: Hands of the Divine
  • Bathhouse
SHOPS:
  • Tailor
  • Carpenter
  • Bank & Exchange
  • Artist
  • Notable Places:
  • The Crowned Burrows: A modest inn, largely built into the side of a small hill and catering exclusively to halflings. It is known for the fire elemental which dwells in its hearth.
  • The Stormspire: An ancient obelisk of polished stone, engraved with columns of alien symbols. Each time the spire is struck by lightning, it vanishes for exactly nine hours. Each time it returns, some of the symbols have changed.

Assets

The Castle of Spires

This walled castle has reinforced stone walls, and a square keep with defensive battlements. Monstrous spires tower far into the sky, their designs influenced by foreign architects and made to appear awe-inspiring to the citizens of Ledon, and the entire Elysian Empire itself.

History

Origin:

Natural Progression - Trading Post. The capital was originally a trading post which attracted enough business to warrant expansion. It managed to grow to the point where it held commercial power over the entire region. It was later conquered by a previous Elysian emperor and turned into the Eastern capital.  

Age:

Old. The capital has been around for 300 to 1000 years.  

Culture: 

Enjoyment. Citizens believe life finds its meaning in the pursuit of happiness and fun.

Tourism

Visitor Traffic: 

Droves. Large groups of people regularly frequent the capital. Congestion is significantly increased.  

Disposition: 

Neutral. Locals are standoffish, or perhaps hard on the outside, but can be friendly if you get to know them.  

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 built right by the ocean, where its docks can do plenty of trade.  

Underground Passage: 

Natural Caves. Below the capital, natural cave systems can be found that may, or may not, have been discovered yet.

Natural Resources

Outside the Capital: 

Resource Harvesting. Depending on the landscape and available resources (trees, minerals, ore, stone, etc.), a logging camp, mine, or quarry, belonging to the capital, has been built nearby to harvest them, which it then uses or sells.
Alternative Name(s)
The City of Spires
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.
Inhabitant Demonym
Ledonians
Location under
Owner/Ruler
Ruling/Owning Rank

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