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Circa 2139 COASETH -- Current Events

COASETH

  Nation-states are listed below in alphabetical order to allow finding the appropriate listing more quickly. Nations that have a adjective e.g. 'Peaked Chaelia', are listed by their proper noun i.e. Chaelia (Peaked).     City-state listings follow after the Nations' list.      

THE NATION-STATES

           

AWLAN

    While more northerly, and not located centrally, Awlan is referred to as the 'Heartland'. This is because of its importance to the continent as the main source of crops and therefore foods that power the nations of Coaseth. The land here is fertile and continually renewed by the major river, Awl and its tributaries. The crops grown here include, wheat, oats, barley and various cool and cold varietal vegetables.     There are two main cities in Awlan; Norcrossing in the east-most part of the nation and Grainary which is centrally located. Norcrossing is the commercial centre while Grainary is the agricultural centre. Grainary is the gathering point for much of the harvested crops. As these crops mature at different times there is a steady, constant influx of products arriving here. As an agrarian city, it tends to be peacable although travelers here are viewed with some natural distrust. Norcrossing is the business city of the nation. Most of the grown goods leaving the country will do so via this city, as it lies on the Road.There is a main bridge over the Awl here.     Awlan has a group of wardens known as the Fieldsmen, who move through the nation watching for bandits from the mountains. These thieves will steal fully loaded wagons given the chance. The Fieldsmen also form the main policing group in settlements. The Fieldsmen are trained in Grainary. The best of the Fieldsmen operate in the hill country west of Grainary and in Norcrossing.  

Current Situation:

  This past year saw the uncertainty of the situation in Spansis and Kelud, on Awlan's northern borders, cause some difficulties. The combats that occurred never spilled over into Awlan but the threat of incursion was real. Awlan needed to take precautionary steps which proved a drain on the economy. The Able Mercenaries were hired in an official capacity. Unlike regular militias, the Able MErcenaries take their soldiering seriously and lawfully expedite their duties. The duties in Awlan were handled similarly. Such reliable 'strangers' are not cheap. Awlan paid a great amount to safeguard its interests. No crops were lost. Lives were not ruined. The people of Awlan may grumble about the one-off tax for the mercenaries but the complaints are quiet ones.       Norcrossing took the brunt of the losses, both economic and in terms of populace, during the year. Kelud forces came to the city. There was little to be done. The Keludan Churm raiders had no real opposition once they had routed d the small force of fieldsmen assigned to the city. Fieldsmen will need to be found from where they can, to replace these wardens and the training will be another cost to bear.       The irrigation plan was planned for the southern part of the country and was able to go forward. Some success was achieved. The instability meant that the successes were not followed up on but with the settling of the difficulties to the north, there is a good chance the irrigation scheme can be expanded upon.        

CHAELIA (Peaked)

    An island nation to the north-west of the continent. Mountainous and rugged, the Chaeian people view themselves as long-suffering outcasts of the mainland. Their sources of wealth mean that they aren't forgotten outcasts. The mines of Chaelia provide many minerals and ores of use; iron, bronze, copper, gemstones and silver are found in relative abundance. There are large, ocean-going barges resident to the nation, that harbour at Shearlye, the main city of the island.     Chaelia does not have a military presence on land. They do have a fleet that never comes in to port, called the 'Constant Sails'. This fleet, is a proud mixed gender set of vessels that live permanently at sea. These ships have entire families on board. Children that are born on board are considered special and become commanders on maturity. Communications with the nation is managed through the 'helmsmen'. These members of the crew wear special helms that are passed down from elder members of their families who were helmsmen. The power to use the helms is transitory. A helmsman would be doing well to be able to use one for more than fifteen years. The Constant sails ships are fast, sleek and impressively graceful for ships of war. Chaelia would do well to launch more but as the families that man the existing ones have formed a tight-knit community, they are resistant to having newcomers join their ranks.     The barges of Chaelia travel to the nearest, west coast nations on the mainland and to Verrure on the island of Onier. The barges aren't capable of journeying on the open seas, so travel to the other nations isn't possible.    

Current Situation:

    The loss of two barges destined for Iorinth had created huge concern in the nation. The barges do have escort from the Constant Sails but some barge captains rely on their navy's reputation to safeguard their vessels, rather than await the fleet's actual presence. The result taught an immediate lesson for patience. The barges' attackers came from Kelud. The actual vessels were not seen except at a distance, they were Kelud vessels not pirates. Chaleia has issued a formal complaint via the Warlogues who were received in Kelud.     The Warlogues were able to determine that the Keludan raiders were a screening force, implemented to distract from their intended targets on the mainland. They counselled for restraint. The Heraldic College brought the peace coffers to Peaked Chaelia as a reward for their peaceable resolve. The Keludan raiders were convinced to depart by a sizable number of Peacekeepers.     Chaelia moved their navy to intercept any further 'distractions'. Kelud's raiding vessels were called back to their harbours with the downturn in their fortunes. Due to this, they were in a commanding position to influence movements between Coaseth and Tighan. Notably, the merchant fleet of Taghnaleer was partially salvaged during the freak storms that occurred in the latter half of the year. Taghnaleer has now entered into a trade accord with Chaelia. Far from traditional trading partners, the Taghnaleer movement of some portion of their Coaseth trade from Taisley to Chaelia may alter more than is known.        

CRADAM

    Lying in the south-west, this nation maintains a belligerent posture to all neighbouring countries. The nation is relatively small and not well situated. It has one main city, Saivam, which is the extreme east of the country. Saivam is located on the shores of Cradam's major lake. Due to it not having a river feeding it nor access to the sea, Lake Galvin is unsurprisingly home to several unique fish species. Saivam also has the nation's only access to the Road. For this reason, Saivam is the distribution point for all other towns in the country for imported goods from the rest of Coaseth.     Having a coastline well suited to many anchorages, it might be surprising that there are no main ports in the country. The reason for this is the nation's desire to remain defensible. Without an obvious port to target they believe they are safer. That said, they have a strong fleet of small to mid-sized vessels. Being a small populace, they have concentrated their efforts in the smaller boat tactics. The Cradam sailors are highly thought of in other nations of Coaseth. They form a main source of seagoing workers despite the small size of their population.    

Current Situation:

    The fishing fleets of Cradam are experiencing some problems with raiders at sea. The Cradam navies can't launch to sea with enough strength to effectively stop this. It is a weakness in their long-term strategy of no port cities. By the time they gather together, the raiders have departed. Cradam believes the raiders are from Taisley but they have yet to obtain absolute proof of this, instead relying on coinage and a few sets of weapons found on wreckage, to indict that nation. More recent events have clouded the origin of the seaborne raiders. Some point to the activity of the se'Ractors of Baym. This isn't idle talk. The se'Ractors are known to be the most fearsome of all Mirantian pirates. No proof of their being responsible means a lot, however, as they are not wont to hide their actions. The lack of evidence, clearly showing they are to blame, makes this opinion weaker. Others look northward, toward Kelud. Despite the long distances involved, there is some reason to believe Keludan raiders are the cause. They have been proved to have raided in Chaelian waters. It is some journey to the south to reach Cradam but it's not unheard of to see vessels from the north. Given the Kelud raiders might not have chosen their coming south -- it might be weather-related causes that brought them here -- once in Cradam waters, they might well have turned misfortune into raiding opportunity.     Whatever the truth, the raids have moved from sinking ships to landing parties attacking shoreline towns, under the cover of darkness. These raiders are masked and obviously mean to hide their origins. Success has followed the raiders so far. Few have been so much as captured and those have all succumbed to their wounds before parting with any of their secrets. It has been made all the more confusing by the fact that the prisoner-raiders have not come from one place. They have come from several nations of Coaseth, a couple of city-states and in one peculiar instance, from Middweir in Urshonn (odd given that nation's lack of coastline or any particular interest in the sea).     Cradam has seen its capital, Saivam gain recently. This culminated with the arrival and subsequent departure of Belleringer's armed group. They stayed for three weeks. During that time their presence brought others to light that the city had been unaware about. Belleringer left with her army but these persons and their abilities now exposed, have begun to influence Saivam's fortunes. They have opened some expolorations deep into Saivam's freshwater lakes. The wealth found there is encouraging. The city elders are now considering expanding the efforts to exploit the riches to be found below the lakes' surfaces.     The Saivam city fathers took the opportunity to move the Cradam Ancient Guard to the Road to War. This was obstensibly to safely see off the army led by Belleringer. Once the army had gone, Saivam saw no point in recalling this force. The Lastbridge Overseers had sanctioned the original troop movement but not the idea of the Cradam troops staying along the Road to War. They have entreated the Saivam city elders to remove the force in the interests of the lasting peace. The city's response has been oblivious unconcern. The larger forces of Flamoth across the Road -- although a day or so away -- mean that the Lastbridge Overseers worry for the area is real. Cradam has been a belligerent nation for some time. While the effects can be seen as posturing, there can be little doubt that it wouldn't take a lot to cause an incident.     Along the coast there have been reports from the northern villages of repeated sighting of a giant sea serpent. Descriptions don't vary much: Black with long fins that glow in the nighttime waters, attracting all manner of fish toward it. It seems to swallow these to some degree but never so much that intrepid fisherman putting to the water don't find it easy to collect excellent catches just by following in its wake. So far the serpent hasn't shown interest in any fishing vessels nor has it damaged any.  

DYLE

      Dyle sits in the embrace of the large mountains to its east. Its capital is Poyds, a city on Agalamn Lake, high in the hills. The water here is considered the best in Coaseth. Called, Amhaptha Silver, it is lightly sparkling and is said to aid digestion and have medicinal properties. This water doesn't travel well. All attempts to preserve its effervescent quality have so far failed. This has resulted in a higher than to be expected number of travelers going to the city. Poyds is a remarkably beautiful city, with high tower building that are gracefully supported by buttresses. It is a far cry from a fortified city and relied in history on its remoteness to defend it from invasion. There are tunneled areas into the mountains for the populace to retreat to in situations of storm or conflict, though they are rarely used.     Dyle's other large city is Knaver. Although a port city, it is not notable for shipping. Knaver shares a historical connection to the inland city-state of Cloister. This was a case of Cloister using the port to advance its interests elsewhere. Being landlocked, it suited Cloister to have a port. Dyle was only too happy to receive the large payments from the city-state for the use of their harbour. For a time, Knaver was extremely busy, becoming the port of the western seaboard. With the fall of Cloister during the 'Wars of the Silent Knives', their interest in Knaver was severely reduced. There are still some business ties between the two cities but nothing like what it was years ago. Knaver is a poorer place for it. What was once a burgeoning place, is now dirty, disused and in parts, abandoned. Its streets can be quite dangerous for the unwary and naive.    

Current Situation:

      Dyle looks to the south and feels the pressure to arm itself in the face of relentless antagonism from Cradam. It depends on the Warlogues to make certain that Cradam curtails its interests in martial activity to simple training exercises. Cradam is belligerent and constant in its attentions. It remains to be seen what might soon happen if Cradam declares War on its relatively under prepared neighbour. Dyle is appealing to Flamoth to remind Cradam of the pacts of peace they all signed through the agency of the Heralds.     The troop movements of Cradam might have eased Dyle's concerns but it hasn't really amounted to a great change. There is still the ever-present sense that Cradam is Dyle's tougher, more aggressive superior.     In Knaver, there are small instances of a gathering of influence. Minor for now, this change might indicate a newcomer or new group that has arisen to take an active and controlling interest there. For this to be managed at all, must indicate that the actor(s) are akin to thieves of some kind and that makes it difficult to decide if this is a good thing or not...     Poyds has seen its stock change for the better. Amhaptha Water's issue with storage without spoilage may have been solved. While the basic form is still impossible to transport or contain for more than a day or so, a new process has managed to preserve some of its basic qualities. Researches continue but even so, the new 'Happiness Thereafter' fortified brew, has to be considered a triumph. Only slightly alcoholic, the 'Brew' is capable of easing stomach queasiness and acts as a mild soporific. Further brews are undoubtedly being worked on at the cistern-houses of the capital of Dyle.            

ELQYN

    At the mid-point of the continent, Elqyn is a former protectorate state of Cloister. Three centuries ago that changed when the 'Lumbering Army', defeated the forces of the ‘Guilded Steel'. Elqyn was born on that evening as the forces saw the Cloister-men turn and flee into the night as their skills at such allowed. Being victorious and inexperienced in the practice of victory, the Elqyn troops let them go. In all likelihood this small point allowed the Coaseth situation to develop more slowly than it might have otherwise. Already there had been calls for a lasting peace. Other battles to the north would see this call become a consensus a few decades later.     The new nation-state was soon receiving new orders for its primary commodity, timber. These orders came from the nations of Iorinth across the mountains and Taisley to the north-east. These nations recognised the highest quality of the Elqyn wood. For many decades it had been monopolised and its distribution controlled by Cloister. Finally, these nations could obtain these timbers. As it turned out, Taisley had only some use for the trade. They began to export the product to Tighan where such high-grade timber was much in demand in Shayghan and Ulmavyn.     The nation also is known for its western wild lands. The hills and mountains here provide spectacular freshwater fishing in its many streams though this is not so abundant as to be capable of becoming an industry. A going concern is the provisioning and building of Hunthalls. In the mountains, these rented and in some cases purchased lodges are ideal places to strike out for wild game. The wealthy of other nations have come to see Elqyn as a safe and accessible retreat from their daily concerns. Superior construction techniques and finely crafted features mean these Hunthalls are recently extremely popular and in short supply.     The manner of the nation's founding means that the military is hugely supported through taxes raised by the leadership of the nation. These leaders are chosen for their skill at arms, notably the long axe, awl, great adze and tsaw. Elqyn has put a great amount of money into seeing their Lumbering Army continues to be well respected. A special section of the force is known for building trebuchet. The excellence of their skill in woodwork and the excellence of the materials results in siege machines of highest quality. They are seen on battlements as far away as Baym's sea coast, cliff face keeps.    

Current Situation:

      Recent displacements of wild beasts have continued unabated. This makes a year or so since this began. Authorities are mystified as to the reason. In the city of Marq, the new government building project has recently seen two new structures completed. The' Hackaxe Hall of the Spars' and the 'Shells Jetty'. This latter structure extends into the lake and now provides greater safe moorings and entertainments along its wide planks. Ornately carved and burnished, the jetty is a proud statement of Marq as to its positioning itself as the preeminent city in Elqyn. This hasn't been too favourably received in Salq.     The city leaders in Salq are seeking a way to regain their former position as chief city of the nation. Not an easy thing to do. Things being equal, Salq's lack of direct access to the Road to War and Marq's recent building program, means there isn't nearly the same interest in the more western city. Salq does have one geographical advantage: better access to 'Gronomere's Pass'. This is beneficial for one historical reason and one recent development. Historically, the pass has offered up some of the best lodes of gold seen on the continent. While the main siupplies have long ago been located and exploited, new sources have turned up in the last few months. Prospectors are beginning to arrive from neighbouring countries and their first point of arrival is Salq. The recent development is the trade from Dyle's capital of Poyds. A normal year's haulage might be one hundred wagons but last year's was double this. The increase is a direct result of the new product of 'Happiness Thereafter', a slightly medicinal beverage. Salq need only realise what might be a return resource to fill this increase in wagons returning to Dyle, to gain a strategic, new trade route. even if it remains a one-way route, there is a high degree of certainty that this year's haulage will be at least again as large... if the wild beast issue can be effectively dealt with, that is.      

FLAMOTH

      This nation sits nearest to Lastbridge. As the nation last entered on the way to the Land of War, Flamoth gains a degree of business in maintaining the Road and the visiting armies that travel through its lands for their manoeuvres. The nation sees great value in the Law of War being observed for this very real monetary reason. They are staunch supporters of the continued state of order that has been achieved through the Law. Lastbridge is Flamoth's access to the principle actors that maintain the Pacts of Peace/Law of War -- the Overseers -- the Heralds, the Warlogues and the Airthane. These agencies each have a fortress on the bridge that connects the mainland to the Land of War (see War, Land of).     Flamoth also is well-developed in the industries that associate with military units. They provide various staging areas, foundries and large smithies, leather tooling, and entertainments such as gambling and areas for troops to engage in pastimes. The cities of Grice and Stageport both fulfill these requirements. The former more aimed at land-based units while the latter is more pointed at naval units.      

Current Situation:

      The governors of the nation are concerned with the issue brewing to the west with Dyle. They have no interest in seeing this nation embroiled in a feud with Cradam. They have appealed to the Heralds to intervene. They have also sent a delegation to Cradam to see what it might take to appease them. Money is something Flamoth has an abundance of and they will use funds to maintain the status quo.     The funds spent have seen the Heralds and the rest of the Overseers grant Flamoth the right to move their troops in any strength as long as they remain on their side of their borders. No rights allow these troops to cross Flamoth's boundaries. Failure to do maintain this, will result in harsh reprisals. Flamoth has no interest in directly contravening the edict of peace. Commanders are willing to 'overlook' small 'rebellious excursions', which they will '... punish with all due military justice upon these rebels return'.        

HOUSELANDS

        When the continent moved from smaller settlements to larger gatherings of peoples, the first areas to see this occur were the southern regions now known as the Houselands. It cannot be determined how long this process took. It is estimated that it was a number of generations. Best guesses are between 500-700 years.     Once the families of the region had come to organise themselves, there was a growing need to formalise their family structures. Attendant groups, small in number initially, came to list these for a fee. In time these would form the Heraldic class. They would build sites within the towns of the families that became storehouses of information about the genealogy of the family ‘Houses’ and more besides.     The art of horsemanship arose from the natural occurrence of appropriate terrain for raising horses and the people’s love of the creatures. This was not a rugged, barbaric culture so the nature of how it developed was more refined. The horses they bred and trained were also given family names. These lineages became as important as those of the inhabitants own.     Within the society arose a chivalric code in which the Houses could develop their fighters and raise those best from within the ranks, via marriage, to join the House. As generations went on, this insured a ready and able base of fighting power. Attendant structures in the society came into being through this as well. While the Heralds easily took care of any required genealogical needs that appeared, there was also a need for these ‘Armigers’ to be assisted. This need saw the appearance of Squires and Pages. The Squires were men-at-arms, serving as both bodyguards and a strong pair of hands to assist in whatever the Armiger might be up to. The Pages were more studious and took care of an Armiger’s finances, holdings, letters and writs as well as anything else his master might require. As time went on and Armigers became more refined, these two classes became more extreme in their abilities.     Houseland builders learned of the Baymish cliff-castles and took what they learned of these, to begin the many constructions on Coaseth. The House settlements soon had fine structures that were the rival of any on Miranse. Through the centuries, especially in those difficult times, these builder-artisans moved away from the Houselands and took their techniques with them. Many of the current nations have these sources of learning to thank for the best of the designs seen today across the continent. This is ironic as the Houselands have seen these original castle keeps collapse over the centuries. The result is that the settlements based around these ruins have borrowed what they can from them. Wooden stockades form the majority of the settlements with the ruins comprising whatever each can be made to provide. In each of the Houselands's family centres these 'palisades' now hold the same names as the great castle towns had.    

Current Situation:

      The general state of the Houselands is economically depressed. Trabberge manages to control a fair amount of coastline. This may simply be because the other nations have to this point seen little reason to travel beyond the Houselands toward Lecianth. Presently, with the rise of activity in the Lecianth region, there have been more ships traversing the Houseland waters. Trabberge had welcome the increased business but it's not so easily accepted when the ships outnumber Trabberge vessels. In recent months, Trabberge has had to increase patrols to make certain that the palisade received its sea-tithes from vessels trying to bypass these fees -- absolutely caused by Valetta's drawing power.     Wulsh and Maynor are concerned about the city-state of Mace and its intentions. Wulsh has managed to let Mace know that their activity in the Houselands is unwanted. Mace has heard and understood this. Mace remains interested in expansion, however. Acery has begun to expand into the hinterland to its west. The horse quality after many down years has begun to turn around. Fiendish bloodlines seem to have been eradicated. The Juggernaut breed has seen foaling of the highest numbers in generations. Sales of horse to the nations of Cardam, Flamoth and Jercis have steadily grown over the last year. Additional numbers of horse were sold to the Able Mercenaries from the north. Sale of the juggernaut breed is still being closely guarded and retained for the Houseland Armigers, as their numbers remain small. A few are provided for outside sale, as they command a massive price and the Houseland sellers are in no position of great strength just yet. Refilling the Houseland palisades' coffers is of paramount importance. The need for money is large if the Houselands are not to be overwhelmed by the growing actions around them. The proud Houseland Armigers wish to reclaim at least something of what was their status as the ultimate military force on the continent. Reality says that they can only hope for some of their former glory but that might be enough for these men.      

IASCTER

      Iascter has fought for much of its existence for recognition. Located on the eastern coast, the nation is often overlooked due to the position it’s in. There are various reasons for the country being ignored. The city of Mymoor is the origin of the Heralds and their college. Nowhere else on the world do this group have such a college. Being a large part of the motive force for the creation of the Pacts of Peace, it will come as no surprise that the city and nation of their college has no armed forces.     The nation has managed to become self-sufficient in farming their land to provide the needs of the Iascter population. Cottage industries make the nation’s population far more evenly spread throughout. In many ways it is a model of how a country might peacefully exist. The wealth of the country is received into Mymoor every season and then redistributed according to need. This means all institutions are equally supported. The Heralds are chiefly involved in this systematic control of the nation’s funds. They keep excellent records allowing them to assure people that their monies are properly managed.     The people of Iascter are educated more than most others and have been given a firm grasp of how difficult life is elsewhere. They know they are privileged to live in the best country on Miranse. Their insular natures are reinforced with a policy to refuse most travelers other than the traders who bring items not available within the nation. Mymoor is the only city where citizens of Iascter are usually permitted to meet other nation’s people.    

Current Situation:

      Sea-borne raiding parties are destroying the defenceless towns and settlements of the coast. Where the raiders came from has been difficult to uncover for the townspeople that have faced these outsiders and survived. A rising tide of questions about why defending themselves isn’t permitted by Mymoor have begun to surge. The Heralds have managed to have the Airthane take an active role in patrolling the coastline, although they aren’t truly happy with this either, it is better than letting peaceful villagers be killed.     The Airthane have discovered that the raids have origins in Tighan. This is a surprise as the 'second continent' is not known for such activity. There is no denying that the raiders that the Airthane have killed are garbed in clothes and armours of the southern coast of Maulght. Maulghtan weapons are much admired the world over so the Airthane have seen fit to allow the townsfolk of the coastal villages saved by their intervention to 'profit from war'. This is an unusual occurrence but the Airthane have the right to allow it and as the coastline has suffered directly, they see it as just recompense. Of the weapons 're-drawn' in this way, the Maulghtan 'scavragh-and-shield' is the most highly prized. This sword is sheathed directly in the shield making the need for a scabbard unnecessary. The shields keep the blades oiled and ready for use in a way that a scabbard cannot. The blades come in several Coloured versions, indicating their creators are not ordinary smiths. The 'scavragh-and-shields' makers are a small group of casters known as, the Sunset Authors. Whether these creators will look kindly on the repossession of their finest makings by non-Tighanese, is not known. The Airthane are apparently unconcerned but their may very well be more interest in the eastern coast of Coaseth going forward and not only from Maughltan raiders. The villagers are aware that their own nation holds few who would be interested in weapons, never mind such fine ones as these re-drawn ones. The villagers are in luck as there are Able Mercenaries moving through Iascter and Lecianth on their way to the south-western nations where 'business' for them looks to be growing in likelihood.     The Heralds have been extremely quiet, on some days totally absent from the streets of Mymoor. There is probably a reason or several reasons for this. The Heralds are normally visible so their absence in the main city must mean something important is happening.      

IORINTH

      This nation is among the few strongest on Coaseth, indeed the world. It is a long and narrow country hugging the western coastline. It owes much of its wealth and power to the relative isolation it enjoys due the large mountain chain which served as a boundary for much of its early development. It has a large population and well-developed cities and towns up and down the stretch of water called Idylls Bay. Iathe, Baytow and Duskber are all great cities and provincial capitals.     These three centres are ruled by Warrior-Governors called Provenders-General. These administrator-generals are trained in their skills by the Warlogues at the academies that each of Iorinth’s major cities possess. The nation is the origin for the Warlogues and while this organisation has expanded to have academies in many nations of the world, it would not be wise to forget that this is the place they got their start. For Iorinth the presence of such a skilfull and involved group proved to be another advantage in the country’s success.     It is perhaps only their failure to be more circumspect in dealing with what was the fourth great city of Iorinth, Spansis. Until only a few short years ago, Spansis was the provincial capital of Iorinth’s most northerly region. Nineteen years ago, the Provender-General of the province was assassinated creating a panic in the city’s populace. There had been prior efforts to gain the independence of the city from the province due to its being at the terminus of the Road to War. This position had over the decades weakened the city’s ties with its provincial region and the nation beyond more generally.     The previous Provenders-General that ruled the province had all been trained in the Academy in Iathe, oldest of the cities of the nation. Spansis had always bridled at this ‘tradition’ despite the beyond excellent training that the Provenders-General were given. The assassination of the only Provender-General who had been trained elsewhere, the academy of Lastbridge, ignited the flame of simmering revolution. Spansis barred its mighty gates facing Iorinth and entered what the suddenly elevated, Presumed-General, leader of the city-state of Spansis, proclaimed as, “a year of mourning”.     Iorinth was uncertain what action to take. The Warlogues to their credit remained neutral in this affair of state. Iorinth moved its army groups from the two nearest provinces to stand before the closed gates. There were some in the city who felt that the city’s new direction was a bad choice. They were in the minority. The rest of the populace move by their new leader’s inspirational style, remained resolute. It didn’t hurt that the neighbouring nations, were happy to support the new city-state. After eight months the armies of Iorinth were recalled. The Warlogues had encourage the strategic withdrawal. They pointed out that should the yearlong mourning period end and the armies still be at the city gates, that anything could happen but that in most possible scenarios, Iorinth would be left the poorer.    

Current Situation:

    Nearly two decades later, the Presumed-General was desperately sick and aged. He died leaving a void as no single leader had appeared from among the city’s populace. There were some candidates but all had their backers and detractors. The city simmered as the rivals tried to position themselves in the most advantageous light. There were half a dozen proper possibilities. The nearest nations also have their favourites but smartly attempted to conceal their choices – not always successfully.     From the six candidates the victor of the elections was, Cabourne. This man is a strategian caster who favours the Red. It is clear that he had backers in the city as did other potential candidates. Rather than continue the use of the title of Presumed-General -- which had a slightly nod to Iorinthan superiority -- the new leader has taken the title of, Civitas-General. A smart move, given Cabourne's 'unfortunate' Iorinthan heritage. He was certainly aided by a group called the Bronze League and by a pair of brothers named Osric and Finndo, the latter of which remains active in the city. The Bronze League seems to have vanished although it may be that it has descended into Lowsis, Spansis's underground city. Cabourne solidifies his control of the city. His troops are loyal, capable and numerous. This being so, there are still some things to be resolved. The rakshahasa are strong and control a sizable portion of the city -- all with Cabourne's blessing -- but this is a relationship fraught with problems. daily the rakshahasans take more and more tof the city's wealth. Cabourne needed the rakshahsans to take the city but now needs to restructure without them. He seeks an answer that doesn't wind up costing him more than the tiger-race does.       Iorinth had bided its time for the past eighteen years. This was their moment. There were many Strategian casters that recommended that this was their best chance to reclaim their rightful lands. Not to be missed was that the Warlogues remained neutral when this situation began. Now, when Iorinth pressed their claim, the Academics chose to remain on the sidelines. In the intervening years, Spansis and Lowsis have welcomed other organisations into the 'bridge city’s' upper and lower environs. Most notable on this list are the 'foreign' agencies:      
  • The Stewards of Shayghan led by the enigmatic Redolent Spire Firsthand Crim-Son
  • The 'Severance', led by the Cyantic Spire, Godsend
  • The Chosen Men led by Finndo
  •  
    • The Drow in the 'Resistance'-- leader Unknown
           

JERCIS

        This southern nation's existence stems from; its good fortune to arise alongside the other satellite nations of Cloister and to the fact that these other countries were not maritime based as it was. This is ironic as for much of Jercis's history it had no coastal city port. Jercis is a very good example, often cited by the Warlogues, of losing a skirmish but winning the battle.     In the time when it was a city based economy running out of Ridershome, the sole reason for it to be around was supplying Cloister with the freshest seafood possible. Flamoth might have been the better and more obvious choice for this but it's economy didn't have fishing as a strength and their strong suit was much more in a skilled labour force. This gap allowed Jercis by default, to acquire the position of providing Cloister with the 'articles of the ocean'. At that time the nation wasn't named Jercis but was known as, Neydam. Not just fish but seafood, seaweed harvesting and other oceanic products and by-products were its products. Flamoth provided access to the coast more or less happily. in time this would change as Neydam grew and its success began to create covetous stares from many enterprising people in Flamoth and in the west, Cradam. Cradam had no claims legally on this part of the continent but their vessels were frequent visitors to the southern coast. Until Neydam's efforts met success, Cradam had always been free to venture where it wanted. Neydam's leadership was mercantile and knew that any attempt to police its waters would quickly require some sort of fighting force. Being merchants used to hiring guards as watchmen over their storehouses and trains of goods to Cloister, they sought a similar way of defending their fishing fleets. They located a group that lived on the coast centred on the city of Bracks. These fighters were ideal for Neydam's needs; capable on the water and on land, handlers of small watercraft that they built and could maintain, and their own safe harbour they could defend themselves. They called themselves Airthane*.     Neydam's profitable industries and relative lack of defences for them triggered a war of acquisition between Flamoth and Cradam, with Neydam trying to retain its hold in the mix. Flamoth wasn't proud and being practical, hired mercenary sea captains to transport a portion of their land based army to wherever the Cradam ships could be enticed to fight, at sea or on land. Cloister's leaders were dismayed and irritated with this 'unnecessary disruption of supply' from their southern protectorates. They weren't equipped to take a direct hand so sought assistance from the Houselands. The Houselands were only too happy to enter the conflict for various reasons of their own, not the least of which were long-standing issues with incursions by Cradam's ever-aggressive navy and Flamoth's over-confident army. That Cloister would pay the Houselands to do so was extra added incentive and the Houselands nobility used this extra capital to make important improvements to their arsenals. This was the first re-appearance of the 'Juggernaut Horse' and the 'Windswords' in the Houselands since the Age of Condemantion,     The introduction of the Houselands into the conflict brought other smaller towns, settlements and outlying groups into the conflict. Carnage lay in wait around every hillock. " 'Ambush and Attack' was a meal served daily, with death as dessert", was a Warlogue expression coined and used commonly at the time. The battle lines were not so much drawn as they were splashed across the southern half of Coaseth. Confusing battles were fought for no apparent reason other than two forces meeting, while headed to another battle. The normal results were on full display after a year of conflict; scattered townspeople, refugees from places burned out and gone, families destroyed, crimes of war committed everywhere. The war became wars as the combats spread. The Heralds of Mymoor began proposing a lasting truce. Initially their single voice went unheard in the struggle for what Neydam had had sole interest in until the conflict had started. The initial prompt for the 'Southloss Wars' almost got lost in the many charges and counter-claims that sprung from it. As the wars entered their twelfth year, matters came to a climax.     The Houselands had begun to fight with each other by this time. Twelve years riding through the other southern nations had been too long away from their patrimonies for some. New riders had been brought into their units to replace losses in the field. These dragooned horsemen were skilled, bloody fighters but they knew little of Houseland ways. Still they rode under the Houses' bright pennants and wore the House Armigers' bold colours and when they struck they did so in the Armiger's name that they were conscripted to. It went wrong when these internal fights spilled out into the areas they had been assigned to. Atrocities were committed under the banners of some of the Houseland patrimonies. An Airthane named Jercis took matters into his own hands and brought the Houseland men who had done these things to his form of justice. In his pursuit of this, Jercis also came to be the leader of Neydam's remaining troops which had almost been routed to the point of eradication. These events and new battles spilling over into the regions north of Elqyn, proved the turning point in how the Southloss Wars were perceived. The Heralds' call for peace now gained favour with the other nations of the continent which had been drawn into the conflict in last few years. Flamoth was the first of the original combatants to accede to the consensus. They were quickly joined by the Cradam, Neydam and the Houselands, whose treasuries had been emptied in the decade's plus fighting. Neydam was allowed to keep its interests as a result of the pacted treaties, as well as the city of Airthane, Bracks. These were combined to form the nation's new boundaries. Ridershome, Neydam's main city centre was renamed Riders Rest and was the first place to begin construction of the Road to War. It was also at this time that Neydam, to honour the finest warrior in their ranks and main reason for the nation to still have a say in proceedings renamed itself, Jercis. It is a nation formed by the actions of other nations upon it.    

Current Situation:

  The nation is dealing with increasing tensions sourced from within Cradam. Always a problem, recently Cradam's efforts have expanded to are beyond Riders Rest and Bracks. In response, the 'Lofters' have increased their patrols of the less settled areas of the countryside, where Cradam's troops may be lighting fires and polluting waterways. Events have increased in number. Airthane have fought with skirmishers of Cradam. The Overseers are in talks with Cradam regarding this violation of the Pact of Peace.   *The Airthane had formed in the area that was to become Bracks due to its interesting local topographic uniqueness. Sinkholes abounded in the area creating complex, snaking caverns. This network of interconnected caves with points of access to the sea both onshore and below the surface were a perfect place for a group of people to learn new skills and techniques. As it was a challenge to survive in such a place the Airthane had to adapt themselves to living here. Many varieties existed but only a few, best practices eventually won through to form the basis of what the Airthane are now.     Archery arose from their practice of fishing from the small double hulled canoes they had learned to build. The bow and line became not just a weapon but a tool of commerce. Deep diving was a skill they acquired as it allowed its users access to the deepest and most inaccessible caverns. In their early days, this skill gave them a way to not be discovered if they wished to remain hidden from larger groups. It also led to the Airthane not being known of until they had become what they are today. A natural evolution of this skill is the reason for their name. As their deepest divers reached natural limits of lung capacity, they realised that there was still more to explore. If only they had more air to breathe. Researching into this area the Airthane leaders, the Thanes, called upon the Air to aid them. They received an answer, now they had pacts with the element. So, their skills on the water in their small, one-person canoes, their underwater diving, the Air elemental pacts and their archery all combined to make them a uniquely gifted force. In time their connection to Jercis evolved through writ and agreement. They were removed via the Pacts of Peace and are no longer part of the Jercis army being too strong to be allowed to stay in that role. The Airthane were removed to become the third component of the forces of Lastbridge. They still have a natural fondness for the place of their origin. No one is so foolish as to think otherwise.          

KELUD

      The north-east of Coaseth is controlled by the nation of Kelud. The country’s history is heavily influenced by the ocean along its coastline. For centuries the area was fought over by local feuding nobles. Many attempts to unify the area were made and failed. It was a poor land, only able to support its peoples by supplementing their diet with fish from the sea. The eventual unification of the area came when raiders of the Hammer Islands took to attacking the coastal settlements on the mainland. This created the correct conditions for a great unification to occur.     The leader that emerged was named, Quatteryl Bl’axe (aka Black Axe). He was a great chieftain and rose to become the first over-king of the region, by first crushing the Hammer Island invaders and then any other opposition to his rule. The people called their over-king, a Kelud. In time the nation became known as the land of the Kelud, or just Kelud.     The nation grew is strength due its commanding position on the Upbrook Arm of the Near Sea. As well, the people of Kelud looked always out to sea, rather than inland, through the great pine forests to the rest of Coaseth. Their initial travels were all seaborne. They soon were trading with other sea-going peoples; from Taisley and beyond to the south but also with traders from Tighan the continent to the east across the Upbrook Arm. Their skills at sea make them able sailors of all kinds. Their merchant fleet is expansive to the point that it is said that look at any Kelud port and see double. Meaning that for every ship visible there is another at sea or in another nation’s waters. They also have the largest fishing marine on the continent. The Kelud fisheries rely on dragged nets to catch large amounts of fish. This means a great cooperative effort to pull the nets. Fishing boats travel in sets of five to accomplish their hauls.     On land, the nation eventually realised there were other concerns of the continent to consider. These initial concerns arose three centuries ago during the Southloss Wars. Kelud saw an opportunity to seize some arable land from Awlan’s eastern region. Moving through the forests in Kelud’s south-west, the Knarrock Reavers first established a large military encampment. They built a wooden palisade, motte and bailey and set-up a small but well-organised camptown. This was named Odek, roughly translating as ‘land-ship’. In time this would become a small town surrounded by wooden walls to compliment the original building. The Reavers waited for the opportune moment and struck without warning along a wide front in Awlan’s territory. They met little resistance and soon had more land than they could practically control. Not a people to give away what they ‘owned’, their War chief leaders attempted to retain it all. This ended badly when a combined force of Awlan and Iorinth arrived to relieve the forces at Spalgrass and Norcrossing.     This situation was resolved externally by the peace declaration in the south. Odek was burned but was allowed only its name and three taverne as Kelud’s point of access to the Road to War, under the terms of the Pacts of Peace. Also stipulated within these documents was a clause that restricted Kelud to any further expansions. This meant no new centres could be built any closer than three days radius from Odek or the Leermin River. Difficult terms. The Kelud chieftains abided but the terms were a thing that bothered the nation.     Only twenty-two years ago a new leader rose to become Kelud, Kabarviel. She was a Hammer Islands leader. These islands had plenty of desire to return to controlling the mainland. This leader took her instructions from a shaman named, Deignghaul. Kelud’s forces were spent heavily upon. The navy was upgraded.  

Current Situation:

    The reach of Kelud now extends across Anvil Bay to the northern shores of Iorinth and Peaked Chaelia. A new capital is nearing completion of construction on the iHammer Islands. Their navy has gained further training which has made them difficult to defeat. They are making their incursions on Tighan in the west of Narsch in the nation of Shayghan, more permanent. Several small foothold armed camps have been established there. Shaygahn is treating this seriously but are being careful with their response. Word of Ddeignghaul's death may not yet have reached the Shayghan leadership. Even when this news does arrive, the nation may not choose to eradicate these settlements. There is little in the way of villages in this part of the country. Shayghan awaits to see whether the 'invaders' mean to belligerent or peaceable.     Kelud's troops have sailed across Anvil Bay and taken foothold in northern Iorinth. From these advance locations, the forces of Kelud seek to destabilise the north-west of the continent. When the events in Spansis came to a head and the arrival of Belleringer's army from the south, Deignghaul launched his plan. Attacks were made in the north of Iorinth, all pointing toward Spansis. The ensuing struggle for Spansis was resolved unexpectedly by the sudden demise of both Belleringer and Deignghaul. This caused both of these factions to disperse to consider their next steps, not the least of which would be the determination of new leadership. Kelud has seen this leadership be divided down ambition's lines. Some want to press their military advantage. These have sided with Kabarviel. She and her followers will continue their efforts as best they can in Taisley. The rest have sided with Cant, a Profane who ran Deignghaul's Keludan interests. His ambition seems more involved with the west -- Spansis in particular. Godsend is his captain in this city-state.      

LECIANTH

    The region sits in the east-central region of Coaseth. While it retains its nation-state status, this is merely as statute reminder of the damage war can bring to a land. The cities of the region are Valetta on the Bay of Swords and Mace along the River of Swords. It was this nation that saw some of the bloodiest fighting through the twelve years of the Southloss Wars. Many villages and small towns ceased to exist. The forests between the cities here saw the worst of the fighting. These battles were not entirely between these two cities as the other neighbouring nations, the Houselands, Iasceter and Elqyn also fought various battles throughout Lecianth. For these nations Lecianth meant containing the damage to foreign territory. For the nation it meant that it was never to recover. What people survived, did so by getting out of the way of the troops fighting. These people have not returned and Lecianth has remained a shadow nation.  

Current Situation:

    Nothing has changed in Lecianth and yet there is an air of expectation palpable on the winds. All the regions adjacent have not only begun to become more active but some of this activity and newfound energy is directly attributable to their increasing contact with Valetta/Drake's Landing. In the city of Valetta, there is a great deal more money in circulation than ever before. It's a matter of what should be done with it and whether the independent minded business owners that are recently made richer by their associations with Drakes' Landing will pool their resources. There is no mistaking that Valetta is reliant on trade. There are only finished goods coming from the city not raw materials so they must have markets to sell into. The frequently arriving vessels of the Houselands, Cradam, even Tighan and Baym, have meant this hasn't been a problem up until now. The importance of retaining this flow of trade and expanding it, is what serious-minded members of Valetta are concerned about. Foreigners are already setting up businesses in the city on a temporary basis. These foreign offices will, in time, be both good and bad for the city's overall health.        

ONIER (Isle of)

      This island nation sits off the western coast of the continent. Its people are industrious and have talents in wood-crafting, textiles and most interestingly, arranged marriages of the women of the island. This is a feature of the Onier culture and due to the valuable skill these women possess, the forecasting of the futures of those they are married to. This has created a growing industry for the country. While some people find it distasteful, there is a small but wealthy section of Coaseth willing to spend large sums to have such a woman as a wife.     Its history has been relatively peaceful due to its isolation. Not the most exciting place to visit, it is however a land of potential. Some mineral deposits have been discovered n=by Cradam and Iorinth prospecting firms.    

Current Situation:

  Onier’s leadership has decided to invest in their own mining efforts. This has irritated the foreign groups that uncovered the deposits. The sale of women as an industry into arranged marriages is a growing trend, with interest coming from the other continents. This is due to the Onieri women having the gift of 'dreamsight'.      

TAISLEY

    A large country on the east coast. Taisley has always enjoyed many natural advantages; the Glaive Gulf gives it a deep harbour, A major river then travels away from the harbour inland to a series of lakes that give the nation, excellent trade routes into the central interior of Coaseth. It has large forests but not to the exclusion of some very productive farmland.     The only reason for Taisley’s relative lack of strength on Coaseth is due to its two main cities of Scanleer and Ranselac always being either at cross purposes or violently coming into conflict. What the nation does internally does not contravene the articles in the Law of War. Taisley remains in a state of War, with itself. This being a 'civil' war, does not contravene the Pact of Peace. The Overseers have watched closely the ongoing strife between the two cities to make sure that it remains only this. Should others get involved they will be ready to intervene.    

Current Situation:

    Scanleer faces down its section of Taisley’s incursions of the eastern seaboard raiders. Ranselac takes advantage while Scanleer’s attention is diverted, to seize disputed central Lake Tanover lands. This suited them well until the Cherm Raiders of Kelud burst through all along the northern borders of Taisley. This came as a massive, double shock to both the main cities of the nation. Shocking because of the lack of heed for the Laws of War that were being broken and shocking because the Cherm Raiders managed to cross the heavy forests and raging rivers that divide Taisley into two sections. Able Mercenaries were the only salvation for Taisley. Without these foreign troops, the nation would have been conquered before the Overseers would have been capable of doing anything. Some would say the nation was lucky to be bale to hire them. More astute measurements would note that the Able Mercenaries reside in the northern section of Taisley when not active, making their semi-permanent camps there. It might well be that the nation permits this so that they will always be close at hand.        

URSHONN

    Centrally located nation. Its major portion of wealth is concentrated around the city of Dreyarhe. From the outskirts of the city, in every direction, Dreyarhe’s orchards grow in natural, non-planted fields. Over the decades, these orchards have been owned by individuals, business partners, the city, and the nation. During the Southloss Wars, the governors of Ulshonn lost national control when the orchards were seized by brigands from the mountains. When the lasting peace was declared the populace were in no mind to return the orchards to a government that had been unable to watch over them effectively. The brigands had threatened to burn the orchards if not paid a huge ransom. The government, deep in the battles elsewhere were slow to realise how serious the threat to the nation’s chief economic source of wealth was. A new system of orchard management was demanded. The system adopted was a mixture of guildsman skill and strategian casters’ perceptions. This system remains in place to this day. A chantry school in the countryside near the capital, teaches both branches of the ‘Rootstock’.    

Current Situation:

    Ulshonn is concerned at decreasing yields from the orchard harvests. The blights of a century ago have returned. While they are under control, the people of Ulshonn are demanding greater action from the government. More positively received is ongoing success in controlling the constant bandit threat. The Rootstock have commanded this most recent program of eradications but never before have they had so many victories. So many that the nation calls for an aggressive approach toward the brigands's mountain hideouts. Missions have gone forth and have recorded success after success. The citizens of Ulshonn clamour for further victories. The sense of national pride is an unknown and potential powerful thing. The Overseers have counselled the Ulshonn leaders to calm this situation before there are any regrettable developments.      

WAR (Land of)

    The Land of War was formed at the end of the Southloss War. It stands as an admission that war cannot be stopped. The land has been turned over to a trio of organisations; the Airthane, Warlogues and Heralds. These were given control of the newly completed Lastbridge. This mighty construction is a result of many nations’ efforts. All contributed money but as well, there were donations of time, labour, skilled design and technical expertise. Lastbridge is a massive bridge that is more like four or five bridges in one. Built to stand forever, every part of its construction features triple redundant components. Its strength was designed to be able to support the massed passage of four armies simultaneously. Unlike the other great bridge of Coaseth, Lastbridge has no city atop it despite it being well able to hold this mass. Lastbridge exists for one reason only and no city populace exists to require it to hold them aloft. Instead, Lastbridge holds the three organisations’ headquarters. Three immense structures. As an army marches toward the Land of War, they first arrive at the Pillar of Arms. This is a mighty, four walled tower filled with the lore of the Heraldic College of Mymoor. This is headquarters of the Heralds. The arriving armed forces, must give their army’s details for the records. The honour rolls are prepared listing every individual’s name and details. This is done to impress upon the people entering that they might never return. The next structure stands atop the middle of Lastbridge. It’s called the Pinnacle. A tall, graceful tower topped by a massive roofed turret. The Airthane reside here and from this location can move adroitly to assist in either direction along the bridge. They can launch from the tower’s top to distances otherwise unreachable from anywhere nearby. The final structure commands the entrance to the Land of War. It is a squat, foreboding fortress. Called the Citadel Saltic, it is the home of the Warlogues. Here, they keep the gates to the land of War sealed to casual visitors and army alike. Only when they deem entry will be equal will the immense, stone doors be opened to the island beyond. The Citadel also acts as the Warlogues actual centre of training. Warlogues need an acute knowledge of the island. Their training occurs here and the lessons they learn are then employed throughout Coaseth and wherever the skills of weapon, armour and dedication are valued.     Once on the island, a visiting soldier would note the varied topography that seems to encompass many if not all of the terrains readily found on the mainland. The Warlogues have seen to it that this is the case. They have reshaped some areas to provide better places for amphibious landings by sea, removed or added marshes and even planted trees where none would grow.     Perhaps the only variable not controlled by the masters of the island is the weather, which can be violently unpredictable. The weather is meant to be this way and the exaggerated form it exhibits here is almost a welcome thing, creating as it does the opportunity for a lesser force to survive a battle or perhaps emerge with a victory otherwise unlikely.  

Current Situation:

    As might be expected the island sees little activity most of the time and it is in such a state now. The Warlogue patrols of the island, that see to its maintenance are pleased that Belringer has departed. They have set to repairing the signs of the warlord's troops long-term inhabitation of the island. This has led to the discovery of something unwanted -- certainly unasked for by the Overseers -- a structure of mighty proportion has appeared. more like a ceremonial monument than anything else, the edifice seems to have no purpose. it is unmarked, plain and without any sign of an entrance. the warlogues are unsure what to make of it so have sent for the heralds for their opinion.              

CITY-STATES

   

CLOISTER

    One of the oldest settlements in Coaseth. This is surprising given its inland location. Nonetheless, this is where the central region of the continent was settled. The name of the city stems from the monastery that once stood here. From this beginning, a small village surrounding a large monastic complex, Cloister grew to be the city-state it is today. In that time there was an abundant lake and the lands around the site were easily tended for both crops and cattle. Today much of its fertility has been stripped from it over the centuries. As it grew, the city began to see other smaller regional centres start up in answer to its requirements. In the south-west the towns traded their manufactures to Cloister for food and lumber. In the east, the centres there, provided meat and skins and woolen goods. Cloister grew prosperous acting as a mid-point collector and redistributor as well as a place of manufacture.     Centuries passed and these towns continued to grow until they became rival cities. Cloister was content to manage these other places for its gain. A set of clever governors kept the system well-tended and managed. There was no sudden downturn in Cloister's condition. Over a four generation span, however, its forests in the north began to disappear. It's farmland once productive as any, was weakened and less able to produce at yields equivalent to other areas. Throughout this same century, while its wealth was still abundant, guilds of thieves, brigands, bootleggers, smugglers and many other branded types made the city's darker streets their own. At a tipping point, when less competent government met this astute although wayward leadership in a struggle for the city.     Cloister became a city of criminals. City streets were sectioned and territories created. None could walk through the city and not be accosted, robbed or worse. The others cities seized this moment as well. As the city tried to come to terms with its new nature, several nations declared their independence from Cloister's economic control. Cloister had turned upon itself and as its gaze looked inward these 'rebellions' were peacefully decided. The nations of Jercis, Flamoth and Cradam, are the resulting nation-states that all arose, in under a decade's passing.     Emboldened by these successes, the burgeoning region to the north that provided Cloister's remaining sources of lumber, sought independence also. This was some sixteen years after the city had been 'Scabbed', as the new criminal rulers referred to their takeover. These guild commanders had finally realised that wealth was slipping through the city's gates while they consolidated the wealth held within the city's walls. Together in opinion for the first time, these different people sought to connive their way back into control of the region to the north. This would turn out to be difficult as these were city folk dangerous but not skilled in open warfare. The battles with the strong, inspired lumber towns went against Cloister. Their defeat was predictable. The nation of Elqyn was born out of this conflict.     It is indicative of the rancor and sense of shame this defeat caused in Cloister, that a group could emerge to control the city-state. If it had won the day against Elqyn, the night might have belonged to all the groups in Cloister. The loss meant recriminations violent and hateful were the common tongue. It only required an intelligent leadership and skilled practitioners of the back-alley arts to take firm control, in the bloody close fighting that was a constant, over the next months. The Promise took control of Cloister. They immediately placed others in seats of power in the city. They would retire to the dark haunts to control things from a distance.     The rising power of Quarried, the city-state to the south occurred during this period. The criminal element was only too happy to expand to this new place. Things didn't go as easily for them in Quarried, as for a change, the lesson of Cloister's descent into criminal control was remembered and the leaders of Quarried were on guard against it. With the building of the Road to War, Cloister took exception. The harsh defeat at the hands of an inferior place, Elqyn, had made the Cloister-folk more than uneasy with any idea of military action. Cloister refused the Warlogues' requests for funds to bring the Road to Cloister's gates. The Road went through Quarried and bypassed Cloister.     Since that time almost three centuries ago. Cloister has had its ups and downs. As the cycle of smart and ruthless leaders swing, so do its fortunes.  

Current Situation:

    Cloister has two issues before it. 1. There are more and more people passing through the city heading out fortune seeking into the Houselands and in particular to Bygone. These people tend to stay in the city to supply themselves and trouble arises when these experienced types get involved with the various gangs. 2. There are also people in Cloister pushing for a completion of the spur of the Road. This lies partially completed at present but the rivalries and in-fighting of the city mean that this isn't a unanimous view. To complete the Road might mean new prosperity or it might mean that Quarried will begin to influence Cloister's affairs -- this has been cause of violent debate. Violence that has exploded in the last six months.     Battles over the Road to War have become bloody feuds of long-simmering hatred. The guilds of Cloister are at each other as they have not been in decades. Propelled by want and need, built upon a base of the city's weakened state, the guilds are either beyond a brokered peace or not yet ready for one. In spite of the many deaths already and the deaths to come, there is no appetite yet for a cessation of hostilities. The Heralds are permitted access to the city and so far have remained untouched by the fighting. The guilds prefer their more daring exploits to be witnessed by a neutral party. The history of the city matters to these men and women at least as much as elsewhere, perhaps more. It isn't as easy for their style of victory to receive acclaim, without the work of the heraldic college.      

MACE

    Positioned in a strategic, though remote location, the city-state of Mace is something of an anomaly. While it is relatively wealthy, much of its trade is internalised within the city's many neighbourhoods. Strictly adhered to suburban political structures, see to it that trade is managed within these areas to mutual benefit. Each area specialises in a type of industry that is prescribed from being practiced by any other in the city. In this way, the city's leadership group sees stability and order maintained.     The city's leaders are of course merchants. These men and women have traditionally held sway over the rule of the place.  

Current Situation:

    Recent military training in the south-east near Valetta met with stern revocation from that city-state's interested parties. The appearance of a mixed group of warriors led by Furius and Maldon Sax, seems to have made things more complex than Mace had made allowances for. At this point, the new island keep of Drake's Landing has proved to have made a reappraisal something Mace must commit to. Their previous disdain for their Valettan cousins, has need of revision. As well, they received a rebuke from the Heraldic College for their antagonistic position. Mace had calculated for this but not without the compensation of having gained strategic control of Valetta's harbour and people.      

MARCHRISE

    As a centre-point of the continent, this city-state should be more notable than it is. Its origin predates all cit-states except for Cloister. Historically, Marchrise proved to always be a key strategic objective for any would-be conquerors. With the coming of the Pact of Peace and the Laws of War, the city saw its importance and reason for existing thrown into doubt. The centuries of peace may have been beneficial to most areas and nations of Coaseth, but Marchrise did nothing but lose in this period.     Few people find the city appealing to remain in for any more than an evening. Such a once large a prosperous city, without the means any longer to support its buildings and infrastructure, declined. The once great buildings and entertainments have fallen into disrepair. People eke out a living on streets far too broad for the meager commerce that now occurs here.    

Current Situation:

    The city is desperate for a 'saviour'. So much so that the few who care for the place have pooled their wealth to plead with any individual who might want to invest in the city. They have determined to provide ownership of half the city to this person/group of people. The winning suitor will need to have a plan for the city's renewal first however...      

QUARRIED

    This city-state lies along the Road to War in the southern centre of Coaseth. It was founded on the strength of the mines located at its town centre. In its early days, Quarried grew from this useful resource. Then both copper and gold were discovered, turning the growing town into a city within months. All this was a startling development for the city and for its nearby neighbours. Wars had already been fought for the place beforehand. Both Falmouth and Elqyn had engaged in separate conflicts with the Houselands for the town's control. This set of battles set the stage for the formation of the Law of War and the building of Lastbridge. The Houselands were forced to pay the lion's share of the initial costs as several of these houses had been instigators of the majority of conflicts.     Quarried through all this remained surprisingly free of any nation's control. The agencies of the Warlogues and Airthane saw to it that it remained free. As years lengthened the city began to find its feet and these regulating agents could relax their direct hand in the city's affairs. The city ended up paying for a sizable portion of the Road to War with the profits from their sale of gold throughout Coaseth and beyond. The lenders of Quarried are justly renowned for their ability to back likely ventures.     As well, the city had a rivalry with the other great urban state of Coaseth, which lies not far away, Cloister. In response to this older city's attentions and its nature, Quarried launched an extensive program of training particularly skilled fighters. These are known as the 'Stalkers of Quarried'. They are well known for their excellent equipment, schooling and their elaborate golden badges of office, each worth a small fortune due to the composition's purity of gold and the ability of the artisans who make them. The Stalkers of Quarried are thought to be a copy of the many skilled thieves of Cloister although a more elaborate and orchestrated copy of a naturally occurring development in Cloister.     Quarried has now superseded its rival city-state in both wealth and power. It exerts a strong influence in the region, especially as it sits along the Road. Its neighbours are careful to be on good terms with the place. It's ability to affect a nation's economy or lure its citizens to better paying jobs is a non-militaristic threat.  

Current Situation:

    The city has seen fit to dispense a balanced approach until recently with respect to the surrounding nations. Flamoth has begun to make small inroads into its profits in the areas of entertainments and lucrative smithing industries. Flamoth's military commissions means that they can reduce costs and offer cheaper smith-workings to nation and individuals alike. Quarried had begun to train their monetary sights on reducing Flamoth's profitability by raising the prices for raw materials. They had offered the producing nations a large advance to trade these ores only with Quarried. This seems to have been a waste of time. The other nations haven't responded favourably to this clear a message to incur Flamoth's displeasure. A more subtle approach might have succeeded but it's too late for that now. The city will need to consider its next steps more critically. Deepening the difficulty in finding a profitable sequence is the fact the Cloister has erupted into internecine conflict. Quarried has awaited this for a long while. It might be time to establish a lasting control over their older, rival city-state. The idea is sound but not all believe the moment is right to strike. Cloister is not the rival it once was but there is still a strength to it. Moving too soon would mean losses that are unnecessary. Many counsel waiting for the Cloistermen to kill each other off. A simple takeover might be feasible if the affairs in Cloister continue for a time.        

SPANSIS

    A mighty vista welcomes a traveler reaching the starting point of the Road to War. A narrow stretch separating two large lakes, water cascading between these, a bridge across them and above the falls and a city on this bridge. This is Spansis, free city and city-state of the north. Its position commands the entry to Iorinth’s northern lands. Iorinth’s long history of difficulty in dealings with the city mean that the north-land has received less attention than it might have.     Spansis has many mercantile interests cultivated from centuries of safety within the gated city walls. Specifically, two large money lending institutions reside here, secured by Spansis’s near impregnability. Traders venture to the city-state along the Road of course but there is also a smaller but steady exchange along the waterways to the north-east leading to Anvil Bay. There the beginnings of a new town can be found. Spansis spends a large amount making sure that the bridge and constructions associated with it are kept in excellent condition. There is no profit in letting it decay. All manner of organisations have at least an office or officers in Spansis as it is ideally situated. This along with its independence gives the most cosmopolitan of flavours in Coaseth.    

Current Situation:

    The city-state has seen great changes. Now, there is a natural period of sorting out to come.   The Presumed-General's death has emboldened those who would take over control of the wealthy city-state. Of these groups a sorting out process has formally and informally begun. The newly elected, Civitas-General extends his control as best he is able but simply having military control, while effective in ensuring his position, is not a guarantee of successfully administering the place. The sheer size of Spansis, the world's largest city, means that his job is most difficult. He has lost men and notable allies during the struggle for control. Iorinth presses its advantages of holding capable administrators and economic influence over the Civitas-General. That is to be expected. What is more troublesome is the rakshahasan presence. These are a powerful group, not easily denied a portion of the city's control. Cabourne had meant to follow-up his taking control by eradicating or removing the presence of these non-humans. His plans have been upset by the untimely death of Maldon Sax and the leave-taking of Osric Barimen. Finndo Barimen remains but his interests are not his brother's.The undercity of Lowsis too is changing and in malleable form. An arrival of a demi-race has thrown up new challenges to the inhabitants of the place below Spansis. These people are related to but not at all as able as the Drowse. As of yet, their appearance, including a formidable, defensive tower of large scale, is not well understood. C-G Cabourne has only just learned of their presence. His hope is to somehow use them against the rakshahasa, if these two groups aren't already in league...          

Valetta

  Lying at the end of the Bay of Swords, Valetta is an outlier in many ways to the rest of Coaseth. Its extreme geographical location, isolated and facing the other two continents, as their likely first landfall when approaching Coaseth from this region of the Near Sea, means it has often been ruled by others. In recent times these incursions have ceased. This is mainly due to the other continents having less ability to involve themselves in Coaseth's affairs, rather than any active measures taken by Valetta.     It remains a potential target for anybody that would seek to have control of a sizable portion of land.  

Current Situation:

    Recent arrivals of individuals have clouded the typical outlook for this region and Valetta in particular. Two individuals: Furius and Maldon Sax, have involved themselves deeply in Valetta's recent affairs. The results are yet to be determined but the city-state, small as it is, seems to have benefited in economic ways from these two individuals' efforts. The new keep on the island of Drake's Landing -- just hundreds of yards from the Valettan docks has had a notable, if not astonishing effect on the goods being traded in the city. The objects and designs now being made in Valetta are unique and worthwhile. Traders from other areas of the continent and beyond have started to be sure to include Valetta as a stopover point, which has never been the case before.

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