Ceryl
Ruler: Duke Mayhew Dergeral, Earl of Oxmeath and Lord
Mayor of Ceryl
Population: 340,000 human (mostly Thurian, with a large
number of Caspian and Midlunder 5,000 gobber; 1,000 trollkin;
small Iosan community
Military Presence: Ceryl itself is lightly garrisoned but can
call upon the Fourth Army soldiers stationed at Fort Balton
when in need. Ceryl is also the home of the Cygnaran Navy’s
Northern Fleet and hosts many warships, including the great
ironhull the Merciful Boon. The city employs 1,000 watchmen
with access to warjacks. Ceryl is also protected by the arcanists
of the Fraternal Order and the mercenaries under their employ.
Description: Perched on the far western tip of Cygnar, the great
port city of Ceryl is known for its long tradition as a center
for the arcane arts. It is a huge city with all the appearances
of a mountain built row upon row and street upon busy street
upward from the crowded waterfront. Here and there the spires
of churches and towers rise above the rust-colored tile roofs
of humbler dwellings, and among them are the blocky white
stone structures encircled by palisades of dark iron, homes
of prosperous merchants and powerful magi. Just along the
wharfs, the smoke of the sprawling factories is quickly swept
away by strong ocean winds while everywhere whitewashed
buildings gleam in the sun whenever the clouds break.
The extensive Cerylian waterfront is every bit as busy as those
of Cygnar’s two other great port cities, Caspia and Mercir.
Steamjacks labor among the docks conveying endless supplies
and crated goods along the thoroughfares and down to the
paddlewheel steamships and heavily laden galleons with their
broad flapping standards and sails. Vessels of every tonnage,
rig, and calling populate the bay that also serves as one of the
Cygnaran Navy’s major shipyards. Hence the masts, spars, and
stacks of many great warships are seen here at any given time.
Ceryl is known for its innovative cable cars. For three crowns,
anyone in Ceryl can purchase a “day ticket” on an Omnibus
Rail coach to be taken from practically one end of the city to
the other for the entire day. These long cars are fixed upon rails
and are moved along by metal cables propelled through a series
of steam-driven shafts in various powerhouses throughout the
city. Horse-drawn carriages are still plentiful throughout Ceryl,
but the masses have quickly taken to “hopping the rail” to move
about the city.
Ceryl is also noted as a city of wizards, many of whom
wield a disproportionate amount of influence. Ceryl houses
the Stronghold, the headquarters for the Fraternal Order of
Wizardry, said to be the true masters of the city, and all of the
major arcane orders have a presence in the city as well. Ceryl
was once home to the legendary Sebastien Kerwin whose
writings and teachings were paramount in the understanding
and application of magic and who established the Arcanist’s
Acadame and the Circle of the Oath, both of which aided in the
overthrow of the Orgoth.
The Stronghold is a grim and impressive structure constructed
as a bastion for the Fraternal Order in darker times, and its
defenses are legendary. It is one of the few Order lodges that
make no pretense at being inconspicuous; it is a fortress made
of whitewashed stone, draped with golden banners, and topped
by leering gargoyles. Although there is only a single massive
set of doors through which outsiders are allowed to enter, it is
rumored the Stronghold is riddled with underground tunnels
and bolt-holes connecting it to the rest of the city. In addition
to visiting arcanists studying at the Stronghold, the fortress
is home to the six High Magi who rule the Order and their
servants. At the center of the Stronghold is its most valued and
well-guarded treasure: the Anthaneum—a library filled with
singular rare tomes and ancient manuscripts.
The only structure to match the imposing edifice of the
Fraternal Order’s lodge is the great Thurian Palace. One of
the few buildings of that empire to survive both a fall from
power and the subsequent Orgoth Occupation, it has never
been totally destroyed, though often it has suffered great
damage only to be repaired and restored to glory. Its primary
structure is a great rectangular building, open through
the middle and affording a view of its wide, gardened
courtyard. Various wings, bridges, and polygonal towers
have been added during reconstruction, though the palace
retains much of its symmetrical shape. It is, like any ancient
palace of this enormity, riddled with hidden chambers,
many of which are unknown to its present inhabitants. For
generations upon generations, the Thurian Palace has served
as the ostentatious living quarters of Thuria’s rulers, and
it hosts frequent parties and feasts where crucial political
arrangements are made and unmade.
Both the Order of Illumination and the Order of the Golden
Crucible have substantial branches in Ceryl. The city has a
reputation for dark and insidious dealings beneath its bright
and clean exterior, with rumors of dark cabals, infernalism,
and other practitioners of black magic. Certainly this is one
reason the Order of Illumination has moved into the region
in such numbers, eager to root out any such corruption.
Nonetheless, the Fraternal Order of Wizardry is a major player
in regional politics and has considerably more clout than the
local Church of Morrow.
Ceryl is also home to the Smokehouse, one of the largest
commercial markets for high quality blasting powder and
firearms on the western coast. It sits at one corner of Ceryl’s
arena-like market adjacent to the local Golden Crucible guild
hall and workshops. Mercenary companies travel here from far
and wide to pick up arms, ammo, and blasting powder for the
campaign season. Although the relocation of the headquarters
of the Order of the Golden Crucible to Ord has opened up new
markets, the Smokehouse remains an important destination
for powder speculators and a vital branch of the order in
northwestern Cygnar. After sunset the market arena is
sometimes chosen as the backdrop for deadly duels for both
sport and honor.
At present, the politics of the city are primarily concerned
with seeing a rail connection laid between Ceryl and Point
Bourne. The aristocracy of the city and the arcanists of the
Fraternal Order are in full agreement that a rail line would
dramatically increase trade to Ceryl and allow them to
circumvent the dangers of piracy and weather that threaten
trade by sea along the Broken Coast. However, the cost of
laying track through the Gnarls, to say nothing of the dangers
presented to rail engines by the barbarous tribes of that
region, present a serious challenge to the project. Further,
shipping concerns in the city oppose the idea, recognizing
the potential loss of profit.
The bright surface facade of Ceryl with its white stone, clean
streets, and thriving docks and markets conceal a dark
underbelly. The city has its share of organized crime, and
some say the corruption extends to the highest levels. But
such petty crimes pale in comparison to the occult matters
transpiring here. The thirst for lore and knowledge in this city
has occasionally resulted in severe transgressions. It is said
the Fraternal Order is rife with conspiratorial cabals, some
of whom are too power hungry to temper their research with
considerations for morality. Disappearances at night sometimes
result in corpses appearing days later bearing the evidence of
ritual murder. Several well-organized septs of Thamar have
strong memberships in the city, including those who encourage
research into necromancy, and others who those who have
chosen to practice infernalism.
The Vicarate Council of Ceryl has done what it can to stamp
out these cults, but it has not been effective. The Order of
Illumination has a small branch in the city to investigate
allegations of black magic, but they are far less influential than
the Fraternal Order, which takes care of its own and does not
appreciate outsiders prying into their affairs. A subtle shadow
war is being fought in the dark alleys and sewers of Ceryl, and
the Morrowans fear they are losing the fight.
Type
City
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