Wasteward

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History[edit]

The town of Wasteward is young in comparison with most settlements of the Telkarion Empire, and yet ancient at the same time. It was established nearly a century ago, shortly after the founding of the Empire itself.

In the late years the Age of Warring Kingdoms, House Telkar found its northwestern borders threatened by aberrations originating in the Gena Wastes. Since the Gena Disaster, these monsters had been relatively free to roam the nearby borderlands, where no single local power could gather a sufficiently large force to hunt them down. In the peace following the wars, the Empire was able to dedicate an entire legion to this frontier, and hired the services of borderlander rangers and scouts to police the edge of the wastes.

A camp and supply depot was established at the ruins of a long-abandoned elven settlement, on the heights overlooking the Folyoba River. Upstream from these ruins, the river forks, each of its tributaries providing river transport to watchtowers overlooking the Gena Wastes. All that remained of the elven settlement were stumps of five ancient trees, hollowed-out and carved into what were once luxurious living quarters. These living quarters were repaired and a stone wall added around the exterior to form a fortified keep. The keep is occupied by a small garrison of the governor's personal troops, and provides living quarters for the governor and other important local officials of the Empire. At times, the keep will also house heroes who have been asked by the Empire to help police the Waste, seeking out and destroying powerful aberrations.

The keep quickly attracted a small town of servants, craftspeople, merchants to provide support for the keep and the legion guarding the nearby border. The settlement of Wasteward Town has grown on the banks of the river beneath the Keep, to a present population of approximately 2000, not including nearby farmsteads. There is one well-appointed, moderately-sized inn owned by the Sweetherb Halfling clan, two human-owned inns offering less elegant fare and lodging, a large marketplace, a generous number of craftsmen, and four small temples. Blacksmiths and other providers of military equipment do brisk trade with legionaries and passing adventurers, with enough profit that a small guildhall has been established by the local dwarven merchants.

The population of Wasteward Town is more varied than that of most other towns in the Empire. Only about 80% of the inhabitants are human, with a further 10% being Halflings, 5% dwarves, 5% elves and half-elves, and 5% goblinoid (largely to provide service for the Legion). A small number of gnomes and other uncommon races can also be found.

A Cohort of approximately 500 legionaries maintains a camp on the other side of the river. The legion currently assigned to guard this frontier is the XIIIth (Goblinoid) Legion, a well-respected Legion renowned for its recruitment of goblinoid legionaries from the far southern frontier. While some commanding officers are human, the majority of the troops are goblins and orcs, with smaller numbers of bugbears, hobgoblins, and ogres providing leadership.

While the Gena Wastes, with its aberrations born of wild elemental magics, is the main concern of the Empire, the Feywilds are also located only a few days' travel from the Keep. It is not uncommon to see adventurers provisioning at Wasteward in preparation for an excursion into the untamed fey lands. The Feywild near Wasteward was once an area inhabited by humans and their allies. During the Age of Warring Kingdoms, many of these settlements were abandoned and others disappeared without a trace. For the past century, the Empire has been pushing back the Feywilds and resettling the area, but there are still many leagues between the edge of the Empire and the ancient borders of human settlement.

At first view, the Feywilds are a vibrant, beautiful land. Towering forests stretch league after league, broken by meadows awash in flowers of every shade imaginable. Clear emerald and jade ponds dot the landscape. Skies of a perfect blue are broken only by flawless clouds – until they are broken by coal-dark thunderheads boiling with fierce winds and torrential rains. Only one who is trained in the magic arts will see that arcane power thrums through every tree and rock. In fact, nearly all that exists here is magical. The creatures that inhabit the Feywilds are charged with mystic energy. Some are blessed by it and some are warped. It is a land of both childhood dreams and childhood nightmares.

It is here that our adventurers begin their tale, as apprentices to mighty heroes who are currently residing in Wasteward Keep. This is a human town in a human Empire, and there will therefore be definite advantages to begin human. Fey and goblinoid races will find that they are often feared and distrusted, or even hated by the local human population. In fact, halflings are the only non-human race that are generally welcomed in all human settlements. There will also likely be advantages to being of character classes that cope well in wilderness settings, as this is a frontier town on the edge of dangerous, untamed forests. Within the nearby Gena Wastes, magic is often unpredictable, the result of wild elemental magics that permeate the very air. Arcane spellcasters may find this is sometimes a great advantage, and at other times a great hindrance.

Constabulary[edit]

The Wasteward Constabulary is located just north of the Emperor's Square. The Constabulary is presided over by Captain Rendort, a tall, thin, red-faced man whose slight build belies reflexes and skills that have been honed by more than two decades in service to the Empire. More than twenty constables assist him in upholding the laws of the Empire. The constbulary is often kept quite busy due to the wild frontier spirit that permeates the region, and many a foolhardy adventurer finds himself waking up in the holding cells after a night of revelry goes too far.

Docks and Warehouse District[edit]

Stretching along the shores of the Folyoba are a series of docks used by private citizens, rivermen, merchants, and the Empire. The Legion has its own docks on the opposite side of the river. All manner of rivercraft can be found docked here, from rowboats to leisure craft, to barges. The river is the main source of goods and the offers the most comfortable travel from other areas of the Empire. A number of large warehouses line these shores, for the storage of export or recently imported goods.

Emperor's Square[edit]

The central (and only) square in Wasteward. The Emperor's square serves doubles as the location of the town market and the parade grounds for the militia. Most of the major buildings in Wasteward are located on or near the Square.

Hiddal Bridge[edit]

This bridge spans the Folyoba River, from Wasteward to the Legion Camp. There is no other bridge across the Folyoba north of Wasteward (though there is a small one across the Haledek, far to the west), and the next bridge to the southeast is at least three days' travel. Some of the finest masons in the Empire were brought to Wasteward to build the bridge, which stands tall enough to let laden boats and barges pass easily beneath its span. Wasteward may have been established as a military outpost, but due to the bridge it became a major centre of trade. Merchants from throughout the northwestern lands of the Empire, and beyond, travel through Wasteward, bringing their wares and wealth.

House Lazadonek[edit]

Near the gates to the Keep can be found the conspicuously well-appointed mansion of Andras Lazadonek, patriarch of the noble house of the same name. The Lazadonek family ruled over a large portion of this region during the Age of Warring Kingdoms, but swore fealty to House Telkar when faced with the might of the legions. When the regional centre of power shifted to Wasteward, the Lazadoneks were quick to establish themselves in the town, quickly gaining an interest in many of the local commercial enterprises. Today, House Lazadonek remains the most powerful in the region, their power checked only by the authority of the Governor.

House Elokel[edit]

The large but modestly-appointed mansion of House Elokel is found on the Avenue of the Emperor, leading from the Keep to Emperor's Square. Considered an inconsequentially minor house in the grand schemes of the Empire, House Elokel controls little outside of the immediate vicinity of Wasteward. It was founded by Karoly Elokel, an adventurer who came to Wasteward soon after its founding and eventually built up considerable wealth trading in artifacts from the Wastes. The House is now led by Karoly III, grandson of the founder, who has proven himself to be a successful merchant in his own right. House Elokel has earned a reputation for honesty, integrity, and generosity, and is much favoured by the local population.

Laszlo's Stables[edit]

Just inside the southern gateway to Wasteward can be found Laszlo's Stables. It is here that one can board their horses during a stay in Wasteward, regardless of length, for the modest price of a silver per day.

Legion Camp[edit]

Located on the west bank of the Folyoba River, the Legion Camp dwarfs the town of Wasteward on the opposite bank in population, but occupies a smaller area of land. Of the 10,000 legionnaires of the XIIIth Legion, between 4000 and 5000 (4 or 5 cohorts) are in the camp at any given time, plus as many as 500 auxiliary troops. While most are housed in barracks, many live in temporary tents. Along the River Folyoba, warehouses and administrative buildings, plus a number of temples, smithies, and stores serving the needs of the soldiers are the only significant structures. Surrounding the camp is a low stone rampart with regularly-spaced watchtowers, and beyond that is a dry moat.

Many of the legionnaires never venture across the river, due to a wariness of causing troubles with the often distrustful locals. Consensus in the Legion is that the courts of the Empire are biased towards humans and will always find a goblinoid at fault in any confrontation.

Merchants & Craftsmen[edit]

As the capital of the Marches, Wasteward has attracted many merchants and craftsmen to set up permanent residence. These include an apothecary, armourers, butchers, chandlers, charcoalers, cobblers, furriers, glassworkers, jewelers, litigants, locksmiths, masons, metalsmiths, millers/Bakers, ostlers, outfitters, physicians, potters, roofers, ropemakers, sages, salters, scribes, a shipwright, tailors, tanners, teamsters, timberwrights, tinkers, weaponcrafters, weavers, woodcrafters, and yeomen. Most establishments are located in the areas immediately surrounding the Emperor's Square, or on the streets leading to the eastern, western, and southern gates of the town.

As in most major trade centres, the dwarven clans maintain a small guildhall for the use of their traveling merchants. A small number of dwarven merchants also reside permanently in Wasteward, usually to engage in the buying of local artifacts and magical items, and the selling of luxury items imported from faraway lands. The prices they charge for their goods tend to reflect their rare nature. And while they are usually happy to purchase rare items, it takes a wily haggler to obtain a good sale price.

Militia Barracks[edit]

Largely empty during the majority of the year, the barracks offer accommodation for the militia whenever it is called up due to threat to the town. In the early years of Wasteward, this was often, but has become infrequent in recent years due to the completion of the current town wall and an increasingly quiet Wastes. It is located near the northern gate of Wasteward.

Sari's Theatre[edit]

This theatre, located east of the Emperor's Square, offers weekly dramtic performances.

Shrine of Keresk[edit]

(Neutral)

This small shrine, located near the southern gate of the city, is dedicated to the god of trade, travel, and roads. Keresk is popular with merchants, bards, and wanderers of all sorts. His domains include Luck, Commerce, and Travel. The quarterstaff is his favoured weapon.

Temple of the Emperor[edit]

(Lawful Neutral)

This recently-built temple is located prominently on the Emperor's Square. Never officially sanctioned by the Emperor or House Telkar, the Cult of the Emperor has risen in prominence during the past half-century. While scorned by the priests of many of the temples to the ancient gods, who disavow the godhood of the Emperor, the cult is very popular with the human peasantry, warmages, weapon masters, and (it is rumoured) shadow walkers. Naturally, the priests of the temple are fanatical in their support for the actions of the Empire and equally fanatical in their hatred of all that oppose it. But if the Emperor is not divine, who grants the clerics of the Emperor their powers? Clerical domains include Law, War, Domination. Favoured weapon is the short sword.

Temple of Isten[edit]

(Neutral Good)

Isten, the Shining One, whose glowing city of Napsut sits upon the sun itself, is the god of light, supporter of those in need, and adversary of all that is evil. He is associated with the domains of Good, Healing, Strength, and Sun. The longsword is his favoured weapon. Crusaders, rangers, and bards are common visitors to this moderately sized temple emblazoned with a giant gilt sun, located prominently on the Emperor's Square.

Temple of Temeszet[edit]

(Neutral)

This small temple is dedicated to Temeszet, the goddess of nature and the wilderness. She is popular with those who live in remote areas, or who travel or live near the Wastes or the Fey Wilds, including barbarians, rangers, scouts, and druids. She is associated with the domains of Animal, Earth, Plant, and Water. Her favoured weapon is the sling.

Temple of Megtor the Last[edit]

(Lawful Good)

Megtor the Last is foremost amongst the warriors of Heaven and the god of justice, honour, valour and protection of the innocent. The domains he is associated with are Good, Law, and Protection. His favoured weapon is the longsword, and he is worshipped by paladins, crusaders, knights, and marshals.

Temple of Vitesze[edit]

(Neutral)

This small temple, discretely located near the gates of the Keep, is dedicated to the goddess of magic and knowledge. She and her clerics tend to remain aloof from the world, promoting no agenda beyond the discovery of arcane knowledge. She is worshipped by wizards, sorcerors, warmages, and other users of arcane magic. She is associated with the domains of Knowledge, Magic, and Illusion, and her favoured weapon is the quarterstaff.

The Coach and Horses Inn[edit]

This inn, located just west of the Emperor's Square, is a favourite of travelers passing through town, on account of its large and well-maintained stables and three stories of moderately-priced rooms. In the pub on the main floor can be found an eclectic mix of customers that varies greatly from night to night. It is generally considered to offer the musical best entertainment in town, often from traveling bards who perform for room and board.

The Dancing Elf Inn[edit]

This establishment, located at the bottom end of the Emperor's Way, offers upscale accommodation to those wealthy visitors who do not have sufficient influence to merit a room at the Keep. In it's small but reknowned dining room, one can often find wealthy merchants, Empire officials, guildmasters, and senior priests supping on imported delicacies.

The Empire's Shield Tavern[edit]

This tavern, located near the bridge and marked with the symbol of a Legionnaire's Shield, was once kept lively by the loyal patronage of legionnaires on leave from the legion camp on the other side of the river. Since the arrival of the XIIIth Legion, this flow has dropped to a trickle, and those few goblinoids that do partake of the establishment are still sufficient to drive away all but the roughest human customers. As a result, it has obtained a reputation as a hangout for rivermen, caravan guards, gamblers, black marketeers, and other rogues.

The Riverman's Rest[edit]

This inn, located near the bridge, is popular with the men who work the riverboats, docks, and warehouses. It offers affordable, if spartan, accommodations.

Tower of Mages[edit]

A common feature in cities and major towns throughout the Empire, the Tower of Mages is a second home to practitioners of the arcane arts. It is here that they gather to share their knowledge and to practice their art. The tower is home to a small shop that trades in arcane raegents and alchemical elixirs, as well as enchanted items. The shopkeep also acts as a agent for the procurement of specialized servants from local mages. Potential customers should be aware that magical items are, in general, quite rare in the Empire, and they should expect to pay a price that reflects this.

Town Market[edit]

Six days out of each week, the Wasteward Town Market can be found sprawling over a large portion of Emperor's Square. Wasteward is the largest town in this region of the borderlands. It is situated on an important crossroad, as well as the only bridge over the Keresk River for nearly 50 miles (and the last bridge before the Wastes). These factors make it a natural hub of trade, and the market reflects this. Local farmers display their wares next to merchants from distant corners of the Empire and beyond.

Wasteward Keep[edit]

The Keep is built on the ruins of a long-abandoned elven settlement, on the heights overlooking the Folyoba River and the town of Wasteward. All that remains of the elven settlement are the stumps of six ancient trees, hollowed-out and carved into what were once luxurious living quarters. These living quarters were repaired and a stone wall added around the exterior to form a fortified outer wall. The largest, central tree has been built upon to form the Keep itself. The keep is normally occupied by a small garrison of the governor's personal troops, and provides living quarters for the governor and other important local officials of the Empire. At times, the keep will also house heroes who have been asked by the Empire to help police the Waste, seeking out and destroying powerful aberrations.


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