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Grand Duchies of Aranoc

At the mouth of the Bay Tureon, where its waters meet the Sea of Ulmo , lies the rocky storm swept islands of Aranoc. It is here, on the stormswept coasts, rocky highlights, and sparse pine forests; that the Grand Duchies of Aranoc reside. While the Gnomish people know no true homeland, if anywhere could be said to be close, it is Aranoc.

The Arcano-Republic

The islands rocky highlands are rich in precious minerals, which in past drew explorers of all types, but particularly Gnomes; less Dwarves were willing to brave the seas in years gone passed. Aranoc is among the youngest nations in Esseas, having come into being less than a hundred years ago in 2789 5E. For generations, Aranoc was ruled by lords not of their own choosing; first it was the Zentherians, then it was the Ondari. They were liberated as part of a peace treaty signed between the Ondari Dominion and Kingdom of Tiriande in 2789 5E to end the most recent war between them that also saw the Lightforged Realm of Morencia and The Charnault Kingdom carve themselves from Tiriande but two years ealier. Today Aranoc is arcano-techno Republic, ruled not by a king or queen, but a council of the richest, most powerful families in the region. Here, money and influence reign above all else. Family loyalty is everything in the business, and Aranoc is known for its large family guilds holding monopolies over entire segments of the economy. But this competition, and gnomish ingenuity has lead to a kingdom where strange arcane and mechanical devices are fairly common place, and the creation of magical items is a core business. Its population is mostly Human and Gnomish, but also has large populations of Halflings, Goblins, Tabaxi, Dwarves, and some rare clockwork Warforged.

It's a Family Thing

The country is collection of Duchies governed by of guilds and family houses. Together, they sit at a council known as The Twelve; A council of the heads of the twelve largest, richest, and/or influential houses, which makes binding decisions on behalf of the people as a whole. Each one of the houses, major or minor, do business in specific sector of the economy to the point where many of the larger families hold a near or totally monopoly on a corner of the economy. The composition of the twelve is fluid to some extent; only major houses can sit on the Twelve, and misfortune or death of a family could result in its demotion and the promotion of others. While this is not common place, it has happened often enough to keep families weary of their competition. When one House falls, another rises in its stead to take its seat at the table. Each house runs a guild or several guilds in specific fields or industries. While all the families have their own private land holdings, the Twelves, and the rest of the minor houses do not rule over provinces or the like. Instead each is simply responsible for keeping their corner of economy and society moving, and together the machine moves forward. But, back stabbing, politiking, industrial espionage, and anything else to stay in front of the competition is common place, and new competitors are ruthlessly pushed back against.

Cities of Glass and Iron

Thurimbar
This port city draws musicians and artists from across Esseas. In addition to its legendary clubs and schools of music, Thurimbar is on the cutting edge of arcane sound—the use of illusion magic to generate music. Entertainers flock to Thurimbar to share their music and immerse themselves in its rich musical culture.   Korranberg
Nestled against the base of the Seawall Mountains, Korranberg is the oldest city in Aranoc. Many aristocrats of other nations come to study in the famous library and the gnome colleges of Korranberg. The ancestral citadel of House Korren is located here, as well as a host of temples including the Codex Vault, Esseas’s largest shrine to Ioun. Is also known for its enormous Library and University of Korrenberg which is run by House Korren.   The Mirrored Cities of Galtover and Umberhallow
Originally built as a single city on either side of a deep crag by the sea, the city grew and eventually grew downward into the canyon. Now, the city is actually governed as two separate entities colloquially known as the Over and Under Cities, a sooty mirror of one another. Umberhallow is the sooty undercity, lying in the deep canyons and valleys that thread under Galtover. What light reaches below is filtered through fumes leaking from the tangles of corroded pipework and reflected from the stained glass of its industrial architecture and mines. Galtover's wealth has allowed Umberhallow to develop in tandem; a dark mirror of the city above. Galtover on the other hand, also known as the Over City, is a thriving, progressive city whose power and influence is on the rise. It is Aranoc's cultural center, where art, craftsmanship, trade and innovation walk hand in hand. Burgeoning merchant clans fund development in the most incredible endeavors: grand artistic follies, esoteric hextech research, and architectural monuments to their power.

Houses of Aranoc

Examples of some of the houses which reside in Aranoc and do business abroad:   House Costino - Major House - Hospitality and Information
The majority of inns, taverns, and restaurants in Aranoc are either directly owned by House Costino, licensed by its Hosteler’s Guild, or pay fees to the House. While it is a Major House, most people give little thought to the Tabaxi House Costino; when compared to the arcano-mechanical creations of House Einhorn or the ships of House Lyrandar, an alliance of innkeepers seems harmless and inconsequential. But Costino’s strength lies in charm and connections. A Costino innkeeper hears many things—if you want to know what’s really going on in a community, talk to the Tabaxi bartender. The leaders of House Costino often don’t sell information for money; they've got lots of that. But they prefer to build friendship and deal in favors or stories. Should a Costino baron ever truly need something, they likely have a favor they can call in; and they don't take kindly when people renege on a promise. Outside of Aranoc the Costino family has been expanding outwards, and its famous chains of inns, such as the Guilded Lion, or Lucky House can be found in many large cities in the Dominion, Tiriande and Charnault. But covertly, they've also made connections and relationships with a great many more inns for the trade of information and favors.   House Einhorn - Major House - Tinkering, Clockwork devices, and Artificing
The Gnomish House Einhorn jockey's to dominate mystical and magical manufacturing, and its Artificers are particularly skilled in their clockwork machinery. Einhorn-marked smithys and factories use rare forms of mystical production to produce highly sought after wonderous items. Even independent artisans often learn their trade at Einhorn academies and adhere to their standards. They are one of the wealthiest, and most prestigious houses, having survived through both the Zentherian Dynasty and Ondari Dominion to see the independence of Aranoc.   House Kundarak - Major House - Banking, and Protection
If you want to keep something safe—jewels, secrets, prisoners—Kundarak is there to help. The Defenders Guild of House Kundarak trains locksmiths, security specialists, and more. It maintains the prison of Dreadhold, along with a number of smaller prisons. As useful as these services are, it’s the Banking Guild that truly defines the house. Kundarak’s lands in Aranoc, and connections elsewhere, keep the supply of precious metals and gems flowing, which the dwarves used to establish the banking industry of Aranoc, and have since expanded elsewhere. Anyone who makes a living from coin—from bankers to goldsmiths—likely learned their skills at House Kundarak. The security of banks bearing the Kundarak manticore emblem is legendary. The house also provides a special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and retrieve them at any other Kundarak enclave.   House Korren - Major House - Scribes, Record Keeping, and Libraries
Bearing the emblem of the Sphinx, the gnomes of House Korren facilitate communication. This is seen most literally in creation and operation of speaking stones, magic items allowing someone to send a short message to another speaking stone. The house also trains and licenses scribes, notaries, interpreters, cartographers, barristers, heralds, bookbinders, and others who work with words. House Korren has an especially close relationship with House Kundarak, as Kundarak letters of credit must be notarized with a Korren arcane mark. The Gnomes of House Korren also manage most, if not all the libraries in Aranoc. The crown jewel is the Library of Korrenberg, a research library that is believed to be the largest repository of knowledge in any human land. The library's buildings take up a quarter of the city of Korrenberg, and is a source of gnomish pride for citizens of Aranoc. In addition to being a research library, the Library of Korranberg also has eight colleges, each focused on a particular field of study, that attract students from across the continent. The library continuously seeks to improve its resources, and so will fund expeditions aimed at broadening its collection of knowledge.   House Lyrander -Major House -Seas, Trade, shipbuilding
The Human House of Lyrandar has long ruled the seas around Aranoc. Their kraken-marked galleons harness air and water elementals, or the spellcraft of a hydromancer; and are faster than any mundane vessel. Control of sea and river trade gives Lyrandar considerable power. If you wish to ship some good in or out, you're most likely going to need to hire a Lyrandar ship. Now they reach out to the skies to compete with skyships of House Tantor. House Lyrandar also offers very expensive specialized services, such as localized control of the weather for short periods of time. Today, the ships of House Lyrandar can be found sailing across every sea, and in nearly every port around the world. They build ships for anyone who has the coin to pay for some of the highest quality available.   House Lynwyck - Minor House - Healing
The Healer’s Guild provides a vital service to Aranoc, and the war for independence ensured there was great need for healers. The leader of the guild, Baron Ulara d’Lynwyck, is much beloved throughout Aranoc for her instrumental role in combating an epidemic in that region a decade ago, and Lynwck medics served in every nation’s army during the war. The guild runs schools that teach medicine, as well as houses of healing that provide both mundane and magical services. If it could save a life, it’s probably marked by the House Lynwyck griffon emblem, and it will come with a cost. If you have the gold, Lynwyck healers can remove a disease instantly with magic. If you can’t afford such a service, they will treat you with mundane techniques. House Lynwyck is also the largest producer of healing potions. While many criticize Lynwyck’s demands for payment, the house maintains that it’s not about greed; it’s about ensuring the prosperity of the house, so they can continue to help future generations.   House Overspark - Minor House - Smithing, weapons crafting, tinkering
A minor house, not unlike house Einhorn, but with far more clout than its station in society would suggest. House Overspark is known as some of the best smiths in the world, their craftsmanship often puts to shame that of both the majority of Elven and dwarvish smiths. But, what the put into quality they lose on output, and do not industrially produce their goods pace; each item is masterpiece in its own right. Overspark is also one of very few families of Gnomes left who retain the skills and knowledge to produce weapons and armor from the rare metal Auramite, and that knowledge is a very, very valuable skill indeed.
 
 
The Grand Library of Korrenberg

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