Editing Wasteward
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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. | 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. | ||
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== Emperor's Square == | == Emperor's Square == | ||
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. | 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. | ||
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== House Lazadonek == | == House Lazadonek == | ||
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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. | 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. | ||
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== Legion Camp == | == Legion Camp == | ||
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== Merchants & Craftsmen== | == Merchants & Craftsmen== | ||
− | 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 | + | 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. |
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== Shrine of Keresk == | == Shrine of Keresk == | ||
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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. | 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 == | + | == Temple of Isten of Napsut == |
(Neutral Good) | (Neutral Good) | ||
− | Isten, the Shining One | + | Isten of Napsut, the Shining One, 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 == | == Temple of Temeszet == | ||
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(Lawful Good) | (Lawful Good) | ||
− | Megtor the Last is | + | Megtor the Last is 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 == | == Temple of Vitesze == | ||
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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. | 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. | ||
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== Town Market == | == Town Market == | ||
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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. | 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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+ | == Wasteward Taverns == | ||
Return to [[Telkarion]]. | Return to [[Telkarion]]. |