The Kingdom of Stephen: Cities and Townes                                          The Atlas    Major Kingdoms    Stephen
Stephen is a relatively young kingdom, the last state established by the pilgrimages out of Ruûn after the fall of the nefarious Emperor Baûl.  Not until recently, the ascent of the psionicist-king Xerxes, did this feudal domain truly come under the rule of a centralized monarchy.  The regional dukes still maintain a large amount of power in their separate dukedoms through taxation and legislation.  The local dukes are bitter at this shift of power (though truth be told, had any one of them ascended to the throne, such a centralized government was his aim as well, though certainly not quite so benevolent as King Xerxes’.)  They resist the rule of Xerxes in any covert way that they can, though they are still licking their wounds from the Battle of the Seven Armies that put Xerxes on the throne.
         Each duke keeps has his proper estate in or near the largest towns or cities of his domain, enabling him easy access to a large center of population, trade and good roads.
 
Kôhp
Nyr Kôhpitol
Royale
Bridgeville
Majin
Dûcton
Aarunvale
Hilldale
Forestvale
Fyr Kôhpitol
Kôl
Bhyd Outpost

Kôhp
        The land:  Kôhp is the capital of Stephen.  In population and size it is a relatively small city, comprised of about 5000 permanent residents inside the castle walls.  Traveling tradesmen and other vagabonds often set up semi-permanent camps outside the city walls.  The royal castle itself is perched upon a high, steep hill, almost a cliff, with its back directly touching the mountainside.  A single road leads into and out of the city.  (There are, of course, a number of secret passageways and tunnels for escape that lead deep into the mountain.)  Kôhp is something of an artificial city, being out of the way of most major trade routes and centers of other population; its entire existence crutches upon the presence of the royal family.  Never the less it is a lively and prosperous city.  All taxes and laws are governed completely by the king.
        The lord:  King Xerxes is, like his kingdom, relatively new: placed upon the throne only 15 years ago, reigning victorious from the Battle of Seven Armies.  He is a wise and benevolent man with an uncommon wisdom.  He faces an uphill battle for his reign, however.  The dukes and nobility of Stephen are splintered and jealous of his position, each wishing the crown for himself.  Xerxes is a ruler of the people, as before coming to power he was an outcast and commoner.  He understands the plight of the common man and the knowledge that one can only govern with the consent of the people.
        The most striking fact about Xerxes is that he is a powerful psionicist, and that in a realm wary of such strange and fantastic powers, he does not hide his abilities.  He is not above using these powers to aid him in negotiations or to rule his kingdom properly, but he is loath to intimidate people blatantly.

King Xerxes (16th level psionicist): AL LG; Int 16; AC by armor; MV 12; HD 10+6; hp 50; THACo 13; #AT 1; Dmg by weapon; SA psionics; SD psionics; MR nil; SZ M (6’); ML Elite (14); PSPs 205
Psionic Powers:
    Disciplines: Clairsentience, Psychokinesis, Psychoportation, Telepathy, Metapsionics
    Sciences: Clairvoyance, Telekinesis, Project Force, Teleport, Mindlink, Ultrablast, Psionic Blast, Superior Invisibility
    Devotions: Contact, Awe, Ego Whip, ESP, Id Insinuation, Mind Thrust, Truthear; Animate Object, Ballistic Attack, Levitation, Control Wind, Molecular Agitation, Inertial Barrier; Radial Navigation, Danger Sense, Know Location; Time Shift, Teleport Trigger, Dimensional Door; Magnify, Enhancement
         The people: The population of Kôhp is mainly nobles and rich merchants – living so close to the King has its price.  The people of Kôhp are not necessarily a good representation of the rest of Stephen: they tend to be highly educated (though, being human, magical education is slim), quite affluent, and not truly connected with the world outside of the city.
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Nyr Kôhpitol
        The land: A bustling metropolis, the city of Nyr Kôhpitol lies upon a large plateau in the western portion of the Central Plains and just east of the borders of the Black Forest.  The city is completely walled, and is in no uncertain terms enormous: nearly five miles across it is home to nearly 100,000 people.  Nyr Kôhpitol lies at an important crossroads: the Old Elfin Road leads from West to East from Lorn, across the Central Plains, over the Eastern fork of the Mountains of the Unknown, and into the vast wild plains east of Stephen; the Pilgrim's Road leads North to South, from the Northern Wastes all the way to the ancient kingdom of Ruûn.  The populace of Nyr Kôhpitol is fed by miles of surrounding farms, which lie both on the plateau and about it.  The city is easily the most affluent and metropolitan of any in Stephen, rivaling even some of the ancient cities of Ruûn in size and grandeur.
        The city of Nyr Kôhpitol is divided almost evenly into four rather distinct sections.  The High Hill, where most of the nobility's residences are found, lies in the northwest corner of the city.   The Merchant's Quarter lies opposite of the High Hill, in the southeast corner; here one can find practically any shop imaginable.  The Common Ways, home to the emerging middle-class of merchants and free servants, is the smallest section, just south of the High Hill.
        Finally, there is the greatest peculiarity of all of Stephen: the Dark Quarter.  An entire quarter of Nyr Kôhpitol is walled unto itself, and within these wall walks the greatest vermin of all the kingdom.  The Dark Quarter is, in essence, a prison gone horribly awry.  While there is only one entrance, the wall surrounding the Dark Quarter is full of covert holes and escape ways built by thieves and masterminds intent on reeking vengeance upon the world.  The Dark Quarter is also home to the Nyr Kôhpitol Thieves’ Guild, the largest and most powerful organization in the entire kingdom.
         The lord: The Duchess Aurelia Disbane rules her large and important duchy with keen intelligence and not a little ruthlessness when necessary.  Born and raised upon politics, manipulating people and the use of vicious diplomacy are second nature to her.  Her natural ambition does not outsize her realism, however.  Aurelia rarely underestimates an enemy or a situation.  She realizes that happy and contented people pay taxes well and on time and that a free flow of merchants and merchandise is her bread and butter, as it were.  Aurelia is staunchly proud of her lineage and education, and will defend the superiority of her family and her realm to the last.
        Nyr Kôhpitol is large enough to require more than simply a Duchess; Aurelia has also appointed a mayor to oversee the city itself: Sir Karl Gleamblade.  The Gleamblades are very old friends to the Disbanes, serving them militarily for generations.  The two families trace their association even as far back as before the coming of the Emperor Baûl.  Sir Karl is a hardened veteran from years of adventuring and the recent Battle of the Seven Armies, a level 12 warrior, and a knight of Xerxes’ court.  He is a wise man, finding his ability to command troops in times of duress transferring well to the world of politics.  He is also the calming agent for the Duchess Disbane, especially when disputes occur between herself and King Xerxes.
         The people: Being as large as it is, the variety of people in Nyr Kôhpitol is astounding, especially to the visiting inhabitants of smaller towns in the kingdom.  Compared to the rest (and majority still) of Stephen, the people of Nyr Kôhpitol tend to be fairly well off, have some degree of education, and are fairly open-minded.  Merchants and travelers from the ends of the world pass through Nyr Kôhpitol on almost a daily basis: elf-sages from the universities of Lorn, sailor merchants from Ruûn, travelers and adventurers of all sizes and callings.

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Royale
         The land: Royale lies on the southern edge of the Central plains, about a day on horseback south and west from Nyr Kôhpitol.  It is surrounded by a few sloping hills and kilometres of farmland.  Royale is a rather small town, of only about 10,000 inhabitants, many of whom are employed its professional and battle-worthy militia.  Royale was originally little more than a large marketplace for the local peasants and farmers to gather, barter, and socialize.  However, Royale’s one redeeming quality is its location: it lies directly upon the Pilgrim's Way and is acts as something of a gate to all those who pass north to Nyr Kôhpitol or south to lands beyond.  A passage tax is levied upon all travelers, depending on the size and number of their party.
        The table below is the current rates for passage through Royale; the rates can vary depending upon the season or the whim of Duke Burlade.  Passage Tax Collectors are posted day and night at the only two gateways into and out of Royale, along with a garrison of at least 15 well armed 4th level militiamen.
        The rates are not posted for the public, so Collectors often charge more than the Duke's rate and line their own pockets with the change.  Anything that is not easily defined by the table below (at the discretion of the Passage Tax Collector, of course) may require special consideration and a special fee.  Once the travelers have paid the fair fee to entire the town, they are given a large token to return to the garrison as they leave.   The token is about 6 centimetres in diameter, made of copper and engraved with the Duke Burlade’s likeness, with the inscription “Passage Assured through the Marvelous Township of Royale.”  Militiamen, Passage Tax Collectors, or any official of Royale can demand to see the token of anyone within the city walls.  Residents of the city have a special token that is smaller and bears the inscription “Resident of the Marvelous Township of Royale.”  Upon inspection, one can find that there are notches along the edge of a resident's token (which they often wear as medallions to keep from losing them.)  A resident's token is notched when he pays his taxes.  The notches are date-specific, so that an official can easily ascertain the last time someone paid his taxes.  Anyone found without his token or having not paid his taxes is immediately imprisoned and probably due for a public flogging the next day.

Passage Tax through Royale
Party  Passage Tax
1, on foot  2 sp
1, on horseback  5 sp
5-10, on foot  15 sp
5-10, on horseback  35 sp
10-20, on foot  30 sp (3 gp)
10-20, on horseback  7 gp
Caravan, pilgrims  7 gp
Small merchant caravan (10-20)  15 gp
Medium merchant caravan (20-30)  30 gp
Large merchant caravan (30+)  45 gp

         The lord: Duke Arthur Burlade is a devious and ruthless man.  He devised the Passage Tax not long after his ascension to his position, aghast, ashamed and angry at the deplorable state of his once-pitiful duchy.  It was, of course, a resounding success: within a year he had built barracks and training grounds for his militia and within another year he had walled the once-unprotected city.  He was at first hailed by the people of Royale for bringing prosperity to the dismal township, but soon they, too, fell under the yoke of his greed.  Duke Burlade is an intelligent and politically savvy man, but his ambition and ruthlessness shadow every decision.  He holds himself superior in every way to the “common scum”, which includes anyone to whom he is not closely tied.
         The people: The inhabitants of Royale suffer something of an inferiority complex: they long for the wealth and grandeur of the larger cities of Stephen, but they are willing to cut off their own arms in order to achieve this goal.  While the Passage Tax brought an enormous amount of wealth to Royale, the presence of the militia, the hordes of Tax Collectors and the greed of Duke Burlade have crushed the common man of the city back to poverty and squalor of former times.

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copyright January 2000
noah mclaughlin