Difference (from revision 6 to current revision) (author diff)

Added: 23a24
* Dwarf Pass Fortress (2,500 + Soldiers): This city was built by the Dwarves of Mostali Zone Five and given to Humans during the Second Unity Council to handle trade between the humans of the hills north of it and the Dwarves. The main trade involves selling huge amounts of animal and other oils and greases to the Dwarves in return for bronze, copper, gold, weapons, armor, tools, and other metal working products. Sometimes the humans forgo Dwarven goods to get Dwarven services. This fortress is ludicrously strong when adequately garrisoned, but it's usually undergarrisoned because the Dwarves never attack it. As usual, there is a set of fixed exchange rates, set in the First Age. The Dwarf Pass Association controls this trade and it has made them rich, because the Dwarves, though they never bring as much as the humans would like, sell things much cheaper than you would normally pay other humans elsewhere for it.

Changed: 26c27,28
* Saridan (17,000): This city has gone back and forth between Vanch and Imther many times over the years; it is essentially the eastern capital of the country. Duke Blanthal holds this city and coordinates defense of the east against the Pentans. The city hums with the ringing of forges. The temple of Gustbran is large and powerful and blesses the bronzeworkers of the city.
* Saridan (17,000): This city has gone back and forth between Vanch and Imther many times over the years; it is essentially the eastern capital of the country. Duke Blanthal holds this city and coordinates defense of the east against the Pentans. The city hums with the ringing of forges. The temple of Gustbran is large and powerful and blesses the bronzeworkers of the city.
* Sarikamis (3,000 + troops): Originally a royal hunting lodge, this has since been turned into a small fortress surrounded on two sides by a small market town. Many good from the west and south of Imther are hauled here, loaded onto boats and sent to Vanch. The Sarikamis Merchant Association rules the town but must bow to the King's Castellan, who controls the fortress. However, most Castellans rarely interfere. The fortress stands on a large rise which juts out, forcing the river to turn; down below and along the river banks, the town sprawls. In theory, the entire hilly-forested area is the King's Reserve; in practice, there are a lot of poachers, and some even sell their goods in Sarikamis; those who get caught are hung. A newly crowned monarch must come here and hunt the Golden Boar; if he wins, a decade of prosperity ensues and if he dies, he cannot be returned to life. At least not by Imther's magics.

Imther

[Imther]

Imther is both prosperous and embattled at once; some parts of the land flourish with grains and fruits and the production of the distinctive Imther cheeses. Other parts are major sources of bronze and trade with the Mostali. And some parts are very dangerous, vulnerable to Pentan raids and monsters from Gorgoma's Refuge.

Imther recently suffered a civil war and is trying to recover; King Margor IV emerged the victor over anti-Lunar claimants but his hold on the throne is fragile and he's bitter the other allied kingdoms offered him little aid unless he handed over chunks of his lands. He fought through without them but is now frustrated and bitter and only now realizing how much his land is a bodyshield for other lands.

Western Imther is mostly organized into hill and mountain clans who farm and raise sheep, cattle and llamas (used for transport and wool, obtained in the first age from Praxian mercenaries); they used to raid each other but now mostly send their youth to fight for the King against his many foes. Lowland farmers are organized into huge tenant farms which are owned by the King and help to fund his constant state of war.

Grain farmers, herders, and soldiers live in the northeast, trying to gradually claim more land from Pent and facing heavy native resistance and trying to deal with monsters from Gorgoma's Retreat at the same time. This may prove to be impossible to sustain long term.

Imther's military is based around slingers, skirmishers and small forces of mobile heavy dragoons. Traditionally, each clan fields 20 dragoons, 50 slingers and 50 spear skirmishers; they can double the slingers and spear skirmishers in an emergency but it usually means risking all the able-bodied men (and those women who fight) if they do. The king has been training light cavalry forces which can chase and engage Pentans in the field but it's slow and requires a lot more horses than they normally put into war.

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