Sepental (March of Chelwyn Supplement)

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Continent of Sepental

Dwarfholds[edit]

The Khars have been claimed as a right of holding since the coming of the Dwarves, though the construction is clearly not Dwarven. The high and broad entrances are massive enough to accommodate a dragon, although the bare forms of the architecture are not in keeping with Draconic vanity. Likewise the strange material of the stonework is not seen anywhere else on Greensward and not even the Dragons exhibit understanding of its workmanship. In any event, the Dwarves hold them sacred and the Dwarves hold them in force so until the original owners return they belong to the Dwarves.

Khar Effol[edit]

Khar Bahn[edit]

The Great Cities of Mondeigen[edit]

During the peak of Imperial power, the Emperor granted lordship of the north and west reaches to the heads of ten Imperial families. Each family set their seat of power as a walled city and with the exception of the doomed house of Garin, the great cities remain.

Spanichen[edit]

The city of Spanichen was technically part of the treason of Barnabus, but Spanichen fell so easily to Imperial forces that the city was easily rebuilt and its strategic value was such that it escaped the Imperial custom known as "the Salting of the Vanquished." The city still has a high population of Mamonil and recoils from its previous treason by being ultra conservative and vocally loyalist.

Turbichen[edit]

Turbichen was instrumental in the breaking of the city of Spanichen in the Great War, and its people loudly proclaim their readiness to do so again at the slightest provocation.

High Curichen[edit]

During the time of the Empire, High Curichen was seat of the regional viceroy and all of the princes swore fealty to Curichen and Aeon Pax. Since the sundering of the empire, High Curichen has lost its political importance but its massive trade revenue has kept it stable and free of outside influence.

Sai Val[edit]

Sai Val was initially established as an outpost to watch over the Riun Delta and the Narrow Sea. The relatively safe shipping route and the abundance of deepwater fish had attracted such a large population that Sai Val once rivaled Aeon Pax in power.
The Great City of Sai Val is now in a state of panic as the waters of the Sechen Sea have risen above the gates. Holes are sealed with stonework but it is not the equal of the ancient Greenstone that the original walls were made from. Leaks are rampant and walking the streets requires slogging through a foot or more of muddy black water. Many have already abandoned the Sai Val, joining the refugees who do not linger at the sinking city.

Bardichen[edit]

Bardichen's position at the mouth of the Narrow Sea has allowed it to grow from a city of brigands and pirates to a respectable mercantile power. As such new criminal enterprises are quickly quashed in Bardichen, whether from a desire for respectability or a dislike for competition it is unclear at this time.

Liachen[edit]

Liachen is believed to be impossible to assault by ground troops as it exists on a rocky outcrop connected to shore by a narrow causeway. Most of the common folk cannot afford to live in the city proper although there are stone bunkers for them to take shelter in times of danger.

Achen[edit]

Achen was originally a prosperous town on the opposite end of Lake Cherrywyne from the Great City of Durachen, but hard times fell and Durachen was decimated by plague. The seat of power was moved to Achen and although Durach was eventually refounded Achen remained the official seat of the fiefdom. Animosity between the two cities is perpetually high and spies are much desired in both cities.

Gamichen[edit]

Gamichen is barely recognized as the same city that it used to be. Now it is a den of butchers willing to sink any ship they can catch.

Yanichen[edit]

Yanichen is technically two cities joined by a bridge, guarding both walls of the Silver Pass. It is also the home of the Dragonskull Throne, which was sent away by the last emperor because he was afraid to sit in it. Now the Dragonskull Throne is kept by the Monastery of Firefists, and it is rumored that in order to become one of the Ascendant, a monk must sleep on the throne and vision quest the Dragon's spirit.

Idenmoor[edit]

The Idenmoor is forbidden as a destination on pain of death. Only Elven ships under Elven protection may approach its shores. It is hidden by a veil of magical fog and guarded by Elven whalers who destroy sea monsters and unwelcome ships alike.

Lesser Cities[edit]

While the Great Cities are majestic, they cannot hold the whole population of Sepental. The bulk of the free folk have to live where they can carve a place for themselves, as attractive as it might be to shelter behind the mighty Greenstone walls. Here the wilds are kept back by common granite dikes or wooden palisades.

Kretch[edit]

Kretch consists of some thousand people living on the delta of the river Boil. The channels have been reinforced with concrete blocks to tame the waters. The town is notorious for its greed and criminal element and many ships bypass it if at all possible. The river is spanned by two great bridges, both of which are tolled, and several small waybridges that have been intentionally designed so that nothing larger than a rowboat could pass beneath them. Boil is very fast at the bridges and frequently gangs of indigent youths will watch the banks for unskilled sailors to crash their boats so that they may loot them. They are also known to grapple small craft and drag them to shore in order to rob them.

Jotensgard[edit]

The watchtower of Jotensgard was abandoned long ago and the tower is now occupied by an Orc warlord named Bluntnose.

Bant[edit]

Bant is not a true city, but rather a fishing village that has been swollen by refugees from Scort. The town is wild with the strained tensions and prices have skyrocketed. The most recent problem has come from a massive clan of Hill Dwarves who have been kicked out of the city and are now virtually blockading the trade routes. They are led by Grandfather Donch who has been inspiring his people with rhetoric claiming them to be oppressed and righteous. His clan consists of over 100 Dwarves, mostly unmarried males. The clan has only twelve females, and one has been “stolen” by a Bant aristocrat. The girl has shown herself to be quite charming and is the talk of the social season.

Sharench[edit]

Sharench is a backwater, thick with Kuo Toa. The leader of the town is Gallian Furthrow, and he has styled himself as Lord Protector. He has denied refugees presence in the town after dusk and the refugees have set up three shanty towns with desperate needs. The refugees have been beset by midnight raids from Sharench to harvest sacrifices to their ancestors and Mother Hydra, an actual hydra living in the moors east of town. They have also had issue with a pack of Gnolls who are hunting for meat.

Vissen[edit]

Vissen is protected by stoneworks, but not to the level of a true Great City. They have profitted greatly from the refugees as they have offered contracts of indentured servitude in return for safety. Demand for security is so great that the going rate for a contract is three generations. The city has used the glut of labor to undertake a massive bridge to Adun in Scort, which will be a full sixty miles when (if) completed. The meister of Vissen believes himself to be a talented engineer and peer to the Imperial Architects of old. He is not.

Goh[edit]

Little is left of Goh save some stilt shacks on the hillside. The old city is gone, the valley flooded. Those who remain are stubborn fisherfolk and greedy vagrants who hope to dive for the lost treasures of the old city. Hundreds have died in the attempt and the new shores are thick with bodies and Drowned Men. Remains of several wood palisades mark the advance of the sea but the current village is without proper defenses.



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