The Kingdom of Stephen: Cities and Townes                                          The Atlas    Major Kingdoms    Stephen

 
Kôhp
Nyr Kôhpitol
Royale
Bridgeville
Majin
Dûcton
Aarunvale
Hilldale
Forestvale
Fyr Kôhpitol
Kôl
Bhyd Outpost

Bridgeville
         The land: Bridgeville is itself a peculiarity of the kingdom: it is the only city to stand astride a river.  The Royale and Red Rivers merge just outside the northern walls of the city, and divide Bridgeville neatly in two.  The Bridge of Bridgeville is renown throughout the world; for over five centuries it has withstood the tests of time without the slightest need of repair.  The skies directly above the Bridge are always clear, as if the gods themselves have maintained this as their window unto the world.  Bridgeville lies just a day's travel southeast of Royale, midway between that city and the village of Forestvale, and just a few kilometres from the western edge of the Golden Forest.  Both the foresting and fishing industries thrive in Bridgeville, assuring its economic stability and importance.  Woodcarvers and crafters from all over the world come to apprentice in Bridgeville.  The city is not, however, much of a transportation center: the Scar, which lies a day's travel to the south along the River Sern is treacherous and impassable chasm filled with waterfalls and horrible rapids.  Bridgeville is the second largest city of Stephen, bested only by the metropolis of Near Capital.  Still, at nearly 50,000 inhabitants, Bridgeville is a large and rather profitable duchy.
         The lord: Duke Marcus Guillame is a gluttonous and hedonistic man, an opportunist riding upon the large and prestigious line of the Guillame family and the great tax revenue of a prosperous city.  Duke Guillame is hardly concerned with the well-being of his people or the justice of his courts and militia: he leaves such petty an political concerns to his mayor, Octavius LeVea.
         While Marcus Guillame wastes his days and his duchy's money in grandiose balls and drunken orgies, LeVea is always hard at work attempting to keep the raucous city of Bridgeville in check.  His greatest enemy is the towering Thieves’ Guild, led by the infamous Immortal Darkness, a mythical assassin and thief who seems to be truly immortal.  Against such formidable odds, Octavius rules Bridgeville with an iron fist: the Watch is brutal, and justice in the city's courts equally so.
         The people: Despite its size and thriving economy, the people of Bridgeville are not nearly as metropolitan and diverse as those of Nyr Kôhpitol.  Foreigners and non-humans are regarded with suspicion at best, and more typically severe prejudice.  The prosperity of recent times has done something to relax these racial attitudes, but the strict and severe hand of Watch is as blind as ever.  The resident nobility of Guillame's duchy, many of whom reside in the city proper near the Duke himself, often copy his flippant and hedonistic practices.

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Majin
        The land: Majin is a city of magic, teeming with mages, wizards and scribes.  Aside from the great and ancient city of Rackash far to the south in Ruûn, Majin is the greatest human center of magic study and practice, boasting seven large magical academies, whose headmasters also serve as the city's ruling body.  Majin is large and wealthy enough to be walled, but as one approaches the city, even from a great distance, a great number of colorful spires can be seen towering above the city walls.  The city itself is orderly and clean, constantly humming with a strange magical energy that infuses the air.  Only far to the south, in the ancient city of Rackash can such an amount of human magic be found nestled in a single place.  This is not to necessarily state that the commonfolk of Majin are everyday spellcasters or any more educated than their fellow citizens of Stephen, but they do tend to be content in the their prosperous and well-run city, and more tolerant, even jaded and difficult to impress, with the strange and magical.
        The lord: Unlike any of the other duchies of Stephen, Majin and its surrounding lands is ruled by a council of powerful wizards, the Conseil.  The Conseil is composed not of democratically elected representatives, but simply of the headmasters of the seven dominant academies of Majin, or the headmaster's designated representative.  The Conseil is a dutiful, if often verbose and conservative, ruling body, meeting at least weekly to discuss matters of both practical, political and magical importance.  A speaker of the Conseil, the Conseilor is elected by the council every eleven years, and presides over their meetings to mitigate disputes and lead conversation.  The current Conseilor is an elderly human named Phylim, the headmaster of Gurn Academy.  Phylim is somewhat passed his prime (rumors are beginning to abound that this, his fourth term, will be his last).  But Phylim is still respected and saught-after for his incredible wealth of alchemeic and historical knowledge.
        The people:  The people of Majin are a contented and equitable lot, no more educated than the average commoner, but much more tolerant than most stephenians.  They are constantly surrounded by magical feats ad powers, from the mundane and awkward use of an apprentice's first cantrip, to the awesome magical prowess of the headmasters of the academies.  The courts and watch of Majin reflect this attitude: they are rather lax, but attentive and fair handed.
        Of particular note in Majin is Madame's Böv's Magic Shop.  Madame Böv is mystical and rootless woman, who some suspect to be older than the city itself, for her rather tiny and inconspicuous shop has sat on it's corner for as long as anyone can remember.  The simple demeanor and diminutive size of Madame's Böv's shop is offset enormously by two things: its patrons, some of the most affluent, and influential, adventurers and spellcasters in Stephen, and its wares: an enormous variety of magical items, from simple magically-enhanced swords and daggers, to the most rare even unique items of magic and mysticism.  However, all of these extravagant wares are not without their extravagant costs: any item with Madame Böv may have - if she has it - will cost at least 10 times it XP-value, according to the DMG.  In addition to this enormous price, the Magic Shop is nothing like the modern supermarket: Madame Böv has only a base 30% of having any one item in stock at any given time.  The DM may modify this for certain items.  For example, potions of healing may be fairly easy to obtain or at least produce, and one can count on Madame Böv having one or two lying about at any time, but elfin chain mail, or boots of striding may quite a bit more difficult to obtain.  If a PC is patient, he may wait until Madame can obtain the item he needs; Madame Böv's chance of procuring any requested item gains 5% cumulatively every month.  If a PC is lacking patience, but dripping with gold, Madame can attempt to construct a special item for him.  These items cost at least 20 times their XP value in the DMG, but they will be of the highest quality, no matter how long it may take Madame to construct a perfect item.
 

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Dûcton
        The land: Dûcton is a sleepy little town nestled between the Forest of the Druid and the Forest of the Unicorn, well off the beaten path of the Pilgrim's Way.  To the west, a branch of the Mountains of the Unknown towers over the town like a great grey giant; to the east, a young and verdant valley runs between the forest to reach the Dale Prairies in the heart of Stephen.   Dûcton is mainly a farming village, slow and quiet, but its tranquility has made it a favorite place for those of means to "get away".  A number of retired adventurers, great mercenaries and aging noblemen have made Dûcton their home, or at least have constructed a ridiculously large estate upon the borders of the town in which they spend a few care-free weeks every year to unwind from the hassles of courtly life or the harrows of local politics.  Small castles and simple estates dot the landscape surrounding Dûcton, and for brief times during the year, usually towards the end of the summer, the sleepy town becomes a raucous center of noblemen and their households, visiting for their annual rest.
        The lord: Duke Alorn Hutchet knew a good thing when he saw one, both in the quiet serenity of his chosen duchy, and in the horrendous taxes he levies on the nobility during their annual visits.  Duke Hutchet is a fair man, and actually rather kind to his peasants and the resident nobility.  He is never so scrupulous, however, not to take advantage of the great wealth the visiting noblemen bring to the otherwise backwater duchy of Dûcton.
        The people:  The permanent inhabitants of Dûcton, that is its few farmers and native-born commoners and merchants, are a quiet people intent on being happy with their simple lots in life.  They view their annual visitors and all their unnecessary energy with disdain: a necessary evil to be tolerated.  The visiting nobility seems to take delight in the simplistic ways of the people of Dûcton, and in their self-righteousness cannot see the ironic smirk that seems to flash over the face of a common milkmaid.
 

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copyright january 2000
noah mclaughlin