Lavonia's Royal District
The Royal District rises as Lavonia’s regal centerpiece, its skyline dominated by the towering palace and council hall, their stone facades adorned with intricate red, white, and gold carvings that gleam under the coastal sun, a symbol of the kingdom’s pride. Cobblestone streets, reinforced with segmental arch bridges, wind past grand buildings of pendentive architecture, their rib-vaulted roofs supporting domed halls. The palace gardens, a serene expanse of manicured hedges and blooming roses, are watered by aqueducts channeling underground streams, their gold-trimmed fountains a tranquil retreat, while treadwheel cranes hoist marble for ongoing enhancements, blending medieval majesty with technological finesse.
Services in the Royal District cater to the elite and governance, with the royal library offering ancient tomes and magical scrolls, its shelves guarded by sages wielding quills and astrolabes, a hub for Lavonia’s rumored bloodline magic since The Split. The grand marketplace buzzes with vendors selling luxury goods—exotic spices, enchanted jewelry, and plate armor—tended by demihuman artisans, while the Royal Garrison houses the 3rd Mountain Dragoons, their flintlock rifles a modern edge against threats. Healers from the temple of Unconquered Sol, aided by an illustrated surgical atlas, provide discreet care.
The district’s atmosphere exudes opulence and vigilance, its streets alive with the rustle of silk and the clank of armor, the scent of incense from shrines, a legacy of Lavonia’s independence. The population—wealthy human merchants, elven scholars, and dwarven stonemasons—reflects a cultured elite, their homes unified by royal colors, while some of the most powerful golem sentinels, their metallic forms gleaming, patrol with unyielding precision, a deterrent to any incursions. As the political and cultural heart, the Royal District shapes Lavonia’s destiny, offering adventurers a stage for intrigue, diplomacy, or defense against the region’s challenges.
The Royal District of Lavonia hosts around 53 royal and noble families, a number reflecting the city’s diverse elite since its founding in 2431 TA following The Split. The royal family, House Veyrin, stands at the apex, recognized by all as the hereditary monarchs, their influence extending through the council of sages and bolstered by rumored bloodline magic. Among the nobles, roughly 35 families are officially acknowledged by the council, tracing their lineage to exiled Markian houses, their wealth derived from trade, craftsmanship, and military service, with estates featuring technological marvels. The remaining 18 families operate in a gray area, unrecognized by the council due to their newer wealth—often from smuggling or mercenary ventures— living in opulent but discreet manors, their alliances and rivalries shaping Lavonia’s intricate political landscape.
Demographics
Notable Royal and Noble Houses
- House of Veyrin (Royal House) The House of Veyrin reigns from the palace, its pendentive-domed halls graced with aqueduct-fed gardens, where Queen Veyrin (55) guides Lavonia with rumored bloodline magic. Their wealth flows from taxing trade routes and golem production, their days consumed by council duties and Sol ceremonies. They favor the House of Blackwell’s economic ties and the House of Hartley’s wisdom, but distrust the House of Thornhill’s militarism, fearing it could challenge their authority, a balance maintained through strategic alliances.
- House of Thornhill The House of Thornhill fortifies a rib-vaulted manor, led by Lord Roland of Thornhill (50), their wealth from crafting flintlock pistols and supporting the 3rd Mountain Dragoons. They live with rigorous training in yards with treadwheel cranes, their meals blessed by Sol priests, exuding martial pride. They like the House of Veynehold’s naval aid but dislike the House of Hartley’s pacifism, viewing it as soft, their rivalry simmering in military councils.
- House of Blackwell The House of Blackwell’s Grand Foundry estate, with gold-trimmed windows, is overseen by Lord Cedric of Blackwell (48), their wealth from forging plate armor and steel crossbows, a trade legacy from Markian exiles. They live amidst forge clangs and rich dinners, their days spent with demihuman smiths, embracing craftsmanship. They favor the House of Veynehold’s trade links and the House of Veyrin’s support, but distrust the House of Thornhill’s aggression, wary of its threat to their artisan rule.
- House of Hartley The House of Hartley’s tranquil manor, with astrolabe-equipped libraries, is led by Lady Elowen of Hartley (55), their wealth from rare scroll trade and magical study. They live contemplatively, hosting scholarly gatherings with forest glass, their pacifism a badge of honor. They like the House of Veynehold’s balance and the House of Veyrin’s governance, but dislike the House of Thornhill’s warlike stance, fueling council tensions.
- House of Veynehold The House of Veynehold’s waterfront estate, with pendentive domes, is guided by Lord Gavric of Veynehold (40), their wealth from maritime trade and the 4th Thunderguard Mariners since naval growth. They live a seafaring life with astrolabe lessons and exotic feasts, their days filled with port duties. They favor the House of Blackwell’s economic ties and the House of Hartley’s diplomacy, but suspect the House of Thornhill’s land focus, a rivalry softened by shared defense goals.
- House of Drayholt The House of Drayholt’s manor, with underfloor heating, is led by Lord Harald of Drayholt (45), their wealth from agriculture and three-field rotation since The Split. They live simply, managing farms with vertical windmills, their meals hearty with aqueduct produce. They like the House of Veyrin’s stability but dislike the House of Ironforge’s industrial drive, fearing it overshadows their land wealth.
- House of Ironforge The House of Ironforge’s smoky estate, with blast furnaces, is headed by Lord Ragnar of Ironforge (38), their wealth from mining and cannon making. They live amidst soot and steel, their days with dwarven engineers, their feasts lavish with liquor. They favor the House of Thornhill’s military ties but dislike the House of Drayholt’s agrarian focus, seeing it as passé.
- House of Silvermead The House of Silvermead’s elegant manor, with stained-glass, is led by Lady Isolde of Silvermead (50), their wealth from jewelry and silk trade since exile. They live luxuriously, hosting art soirées with mechanical clocks, their days with demihuman collaborators. They like the House of Hartley’s culture but dislike the House of Ironwave’s naval roughness, preferring refinement.
- House of Ironwave The House of Ironwave’s stone manor, near the harbor, is led by Lord Torin of Ironwave (42), their wealth from naval supplies and stern-mounted rudders. They live with nautical charts and seafood feasts, their days with mariners. They favor the House of Veynehold’s command but dislike the House of Silvermead’s elegance, valuing practicality.
- House of Goldmere The House of Goldmere’s opulent estate, with gold arches, is headed by Lord Edwin of Goldmere (47), their wealth from merchant shipping and spices. They live with lavish parties and astrolabe navigation, their days with port deals. They like the House of Blackwell’s crafts but dislike the House of Hartley’s pacifism, prioritizing profit.
- House of Stonegate The House of Stonegate’s fortified manor, with treadwheel cranes, is led by Lord Gavyn of Stonegate (43), their wealth from quarrying and bridges. They live robustly, overseeing stonemasons, their meals simple with aqueduct water. They like the House of Veyrin’s rule but dislike the House of Goldmere’s greed, favoring stability.
- House of Emberglen The House of Emberglen’s smoky estate, with chimneys, is headed by Lady Mara of Emberglen (39), their wealth from distilleries and liquor trade. They live with raucous feasts and oil lamps, their days with brewers. They favor the House of Ironforge’s industry but dislike the House of Stonegate’s rigidity, thriving on fluidity.
- House of Dawnfield The House of Dawnfield’s stable manor, with red tiles, is led by Lord Cedric of Dawnfield (41), their wealth from cavalry breeding and horseshoes. They live with horse training and hearty meals, their days with Drayns laborers. They like the House of Thornhill’s warriors but dislike the House of Silvermead’s arts, valuing strength.
- House of Rivenshire The House of Rivenshire’s riverside estate, with water mills, is led by Lord Theron of Rivenshire (44), their wealth from milling and grain trade. They live with mill rhythms and simple meals, their days with farmers. They like the House of Drayholt’s land focus but dislike the House of Ironwave’s sea dominance, favoring roots.
Assets
- Throne Hall of Unity: The Throne Hall of Unity stands as the grand centerpiece of the Royal District, its opulent interior dominated by a throne carved from white marble with gold inlays, its backrest rising like a beacon. Stained-glass windows, depicting the red rose compass in vibrant reds, whites, and golds, cast kaleidoscopic light over the hall, where rib-vaulted ceilings soar above rows of pews, their acoustics amplifying the voices of the royal family and council of sages during convocations. Red, white, and gold banners drape the walls, fluttering with each decree, while golem sentinels, crafted with dwarven precision, guard the entrance in quiet solitude, their bronze metallic forms equipped with firepower, a testament to Lavonia’s defensive might post-Split, the air thick with the scent of polished metal and incense. Services within the Throne Hall focus on governance and diplomacy, with Queen Veyrin presiding over council meetings, aided by astrolabes for strategic planning, the hall a hub for royal decrees and foreign envoys. Healers from the Temple of the Eternal Sun offer blessings for dignitaries, their illustrated surgical atlas ready for emergencies, while hidden passages—qanat-like tunnels beneath the throne—provide escape routes, known only to the royal guard and activated by a secret lever. Adventurers might seek audience here for quests or alliances, navigating noble politics or uncovering council secrets, the golems’ unyielding presence a challenge to unauthorized entry. The hall’s atmosphere blends majesty with tension, its marble floors echoing with the clink of armor and the murmur of debate, the scent of wax from ceremonial candles mingling as a symbol of Lavonia’s unity since independence. The population—human nobles, sages, and advisors—converges here, reflected in the hall’s art. As a political heart, the Throne Hall of Unity shapes Lavonia’s future, offering a stage for intrigue, diplomacy, or defense against the region’s perils, its technological enhancements a mark of royal power.
Points of interest
- Garden of Reflections: The Garden of Reflections lies behind the palace, a serene oasis where manicured hedges of deep green form intricate mazes, their edges softened by aqueduct-fed fountains that trickle with water. Statues of Lavonian founders and heroes, carved from white marble with red and gold inlays, stand sentinel along gravel paths, their stern gazes overlooking benches where nobles whisper strategies. Rumors persist of a hidden vault beneath a central fountain, its entrance sealed by a royal-keyed lock, said to house ancient Markian artifacts—scrolls and relics—guarded by a set of golem sentinels. Services in the Garden offer respite and secrecy, with nobles convening for quiet strategy sessions with The Red Rose commanders, their plans aided by astrolabes and mechanical clocks tracking celestial alignments, the air scented with rosewater. The garden’s atmosphere exudes calm authority, its hedges rustling with the coastal breeze, the scent of blooms, a sanctuary amid Lavonia’s tensions. The diverse nobility of human lords gather here, their presence unified their family banners, while elite guards patrols enhance security, their steps a quiet deterrent.
- Sage’s Observatory: The Sage’s Observatory positions itself in with a lofty tower, its gold-painted dome accented with red trim gleaming against the sky, a beacon of knowledge. Inside, chambers house a massive telescope crafted with dwarven metallurgy, its lens trained on celestial patterns, while ancient star charts and astrolabes litter tables, the air scented with parchment and the faint hum of a mechanical clock regulating observations. Services in the Sage’s Observatory center on divination and research, with sages using the telescope to predict celestial movements and magical glints, their findings recorded with quills on watermarked paper, a legacy of the printing press’s influence. The observatory’s aqueduct-fed cistern ensures a steady water supply, its gentle trickle a backdrop to secret meetings, enhancing its mystique. The observatory’s atmosphere is one of quiet intellect, its gold dome reflecting starlight. The population—human scholars and the rare elven astrologers—converges here, their diversity fueling innovation. As a center of magical and celestial study, the Sage’s Observatory offers adventurers knowledge, its hidden depths a lure against the region’s threats, its technological marvels a testament to Lavonia’s progress.
- Temple of the Eternal Sun: The Temple of the Eternal Sun rises majestically in the Royal District, its towering white spires topped with gold sunbursts catching the dawn, a spiritual anchor. Red-stained glass windows cast warm light over polished pews, their intricate designs depicting Sol’s victory, while rib-vaulted ceilings echo with daily prayers, the air filled with the scent of incense. A serene courtyard, watered by aqueducts with gold-trimmed fountains, offers solace to civilians, its stone benches surrounded by rose gardens. Hellmouths and artwork of doomed souls etch the temple as a constant reminder of what awaits those who do not adhere to The Church and their dogma.
Type
District
Location under