stalward
endures
It has been forty years since the War of Independence was fought and won by the Gilded Cities, and the city of Stalward, young and ready to enjoy her unchained freedom, has for forty years been in decline.
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What was once a glorious city that inspired Wayfarer adventurers and hopeful settlers to find new homes in a frontier land, and that promised of potential wealth through its thriving Steel industry, has been poisoned by those who sought only to exploit the city for their own gains.
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People hunger, people rage, and people fear. This is no longer a city of hope, freedom, and prosperity.
It is a ticking bomb that sits waiting at its last seconds, for the end to finally come.
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Yet, somehow Stalward endures still; through rain, storm, and blood, as grey days darken, she holds on. There is a faintly beating heart within the city, that carries the hope that things might yet not be too late.
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And so Stalward endures. She must.
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the first session has now begun
Act I - A City on Fire
Follow on either or , to keep up with updates and reports regarding Stalward Endures
stalward overview
take a look at the lord stalwart's work, and see how
the city is currently faring
BECOME A STALWARDEN
make your voice heard, and help bring stalward back from the brink
Join others in deciding the direction and fate of Stalward, as you vote on laws, review dilemmas, and also help determine many other decisions for the sake of the city's endurance.
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Every now and then, various choices must be made for the city and its people; choices that are entirely in the hands of the citizens' Assembly. Factions will propose laws, events will occur that require quick decisions, and so on. It is up to you to help make the right (or wrong) choices through your input.
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It is entirely free to join for anyone who wants to take part!
join the assembly
OWLGUARD
Elite
"Loyal, Militaristic, Stubborn"
The Owlguard are likely the oldest of the Factions in Stalward. They were there when Umberhand built the first house as one of his fellow Wayfarers, and they remained utterly loyal to every Lord Stalwart ever since.
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Incidentally, this also meant they once stood against the Copper Revolt that liberated the city from Thalonian rule, which has put them at odds with other prevailing Factions throughout the city. Not least of all the Steel Lords, of whom they once literally clashed swords with.
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Today, the Owlguard is still mostly loyal to the Stalwart, but the failings of the previous Lord Stalwart has set their hearts somewhat in uncertain waters. Those of the Owlguard favour military action first and foremost, and they don't shy away from brutal means to achieve necessary goals.
FOR +
-Stalwart Reign
-Loyalty
-Military Actions
-Discipline
AGAINST -
-Highborn Rights
-Highborn Influence
-Disobedience
-Treachery
STEEL LORDS
Elite
"Proud, Assertive, Self-Serving"
The Steel Lords are the aristocratic Elite of Stalward, but it wasn't always so. During the earlier days of Stalward, those who were regarded as the ruling Elite were either primarily Wayfarers in roles of leadership, or beginner merchants.
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When the Copper Revolt was won at the hand of the Copper Princes, those very Princes took the empty houses of the previous aristocrats, and made them their own. With blood, sweat, and passioned violance, they became the new rulers of the city; trading their copper for steel and silver.
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Today, most of the Steel Lords families and Houses that exist now were once one of the Copper Princes, with only a few handful of families possessing earlier roots from the days of the Thalonians' reign, or from even before then. The Steel Lords hold the greatest power in the central districts of the city, though many have chosen to flee the city for their outskirt estates, to wait out the chaos that currently ravages Stalward's streets.
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Some few have remained in the city, where they adamantly provide aid to the city, to help alleviate the turmoil and assist the Steel Watch's efforts to maintain order. Though, of course, some Lords also likely remain only to further fuel the chaos for their own political and perhaps even financial gains.
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Generally, those of the Steel Lords are divided between the older families (known previously as the Coined Lords), and the newer Lords who were previously of the Copper Princes gangs. Internally there are often political squabbles between these groups. One is more prone to secretive plots, and the other to direct (often violent) confrontation.
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Combined, the Steel Lords tend to focus on matters that benefit themselves first before the city, but the wisest Lords know that a prospering city can, in the end, be beneficial for its highborn too.
Besides, the Steel Lords know well what a rebellion is capable of, and would do well to be careful that they don't suffer the same fates as their predecessors.
FOR +
-Highborn Rights
-Wealth Gain
-High Culture
AGAINST -
-Highborn Loss
-Wealth Loss
-Low Culture
-Tyranny
CONVOKERS
Magebound
"Stoic, Ardent, Dogmatic"
As Magebound, Convokers make up a large portion of the city's organized magi and general arcanists. They are part of the Convocation: the largest organization of mages in Avanor, and the usual authority on anything that involves magic and mages in most nations.
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Convokers, also known as Red Mages, practice and preach the Path of Control, meaning that they consider magic to be a force that must be controlled and supervised. This often makes them clash with Freemages, whose freedoms might be affected by the strict and heartless methods of the Convokers.
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But Convokers know that magic is the greatest danger known to Kith and Kin, and as such it must not be wielded irresponsibly. When it comes to magic and mages, leniency is a wasted spell, and Convokers know well how magic's limitations can break even the most confident mage.
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The Convocation teaches Control, and so Control is what must come first above all else, no matter the cost. This is for the safety of all, and especially those who can't withstand the powers of magic.
FOR +
-Mage Control
-Magic Control
-Safe Science
AGAINST -
-Magic Freedom
-Free Mages
-Occultism
- Unsupervised Magic
covens
Magebound
"Free-Spirited, Emotional, Occultic"
The Covens are those Magebound who are considered Freemages officially ...and also unofficially. There's no real way to tell when it comes to the Coveners as to who holds fake documents or not, and it is often a common issue when it comes to matters of Mage Legality in Stalward.
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It is said the Covens originally hail from the Storm Clans, who once were largely situated in the region and nearby isles, as part of the Thanemen who settled near Stalward after the Stag Queen returned from Aesudarh. Many of the Storm Clans were primarily Storm Mages and shamans then, but have since moved away from the isles, and adapted to live in more urban environments.
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Most Coveners today are a mixture of old and new groups, with the newest Coveners being more likely to consist of Black Mages and other similar renegades. They came to Stalward from fleeing Avanor's much stricter Mage Laws. Many of these are young mages, with little patience for proper process when it comes to gaining their Mage Papers. It is very common for Coveners to cause chaos throughout the city with their poor judgment and control over their magic.
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Many of the Covens are holed up in various hidden sanctuaries, hideaways, or in the backrooms of potion and reagent shops. Still, they are officially one of the most influential Factions in Stalward, and (supposedly) legal representatives in the Assembly advocate strongly for more liberal Mage Laws in the city. The Norrhani Mage Order known as the Thaven Hand supports their cause, to the open dismay of the Convocation.
FOR +
-Magic Freedom
-Occultism
-Freemages
AGAINST -
-Magic Control
-Mage Control
-Censorship
first builders
Guildhands
"Broad Thinkers, Entreprenurial, Avaricious"
The First Builders are essentially those who made the guilds in Stalward what they are today; which is a power to be considerate of, as many guilds hold great sway in the city. Whether it be various craftsmen, traders, and artisans, or workers, wayfarers, and entertainers, the guilds in Stalward cast a wide net.
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However, when it comes to the First Builders specifically, the presence of businesses and those who own them is more evident, and especially in their influence over the city. The First Builders were those who arguably built the city, back when Felissra Stagheart took to the Stalwart role.
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Back then, they consisted of various groups of architects, city-planners, and constructors, many of whom originally hailed either from Thalon or from Valaís. They were skilled workers even then; skilled workers who were paid handsomely for their time and efforts. Stalward owes a lot of its infrastructure and planning to this Faction, and the Faction grew fat and rich from the city's gratitude.
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Today the First Builders are primarily those who are considered entrepreneurs and business-owners, though a fair number of them still maintain jobs as artisanal craftsmen, skilled builders, or as various city officials. Those higher up the rank of the Faction might attain roles as Guildmasters for diverse groups throughout the city.
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Those who remain beneath such ranks still enjoy decent wealth and privilege in the city, though it often depends on the specific guild. There is an extreme amount of guilds in Stalward, and their numbers only grow larger. This has led to the rise of several poorly-controlled guilds, of which the First Builders have no influence over. In some cases, even with influence, the First Builders simply lack the funding to assist their guilds.
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Some believe this lack of funding stems primarily from the avaricious nature of the First Builders. There are many who criticize the Faction for their hoarding, and many business-owners among the First Builders are known to simply refuse to part with their wealth for the betterment of their guilds, and there are many stories of poor working conditions, caused firstly by an owner's refusal to invest in safety or worker rights.
FOR +
-Cheap Labour
-Guildmasters
-Builder Efforts
-Wealth Gain
AGAINST -
-Worker Rights
-Low Production
-Equal Work
-Wealth Loss
old circles
tomorrowers
"Communal, Devout, Narrow-Minded"
The Old Circles are made up of various groups of druids, shamans, rangers, and general wildfolk. While their presence in a city could be construed as strange, it is in fact exactly where they want to be.
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These people came to the city in its earlier days, not long after the fall of the dragon Slayne. Most of the Old Circles back then were part of different wildfolk tribes, who settled near Stalward primarily for safety and cooperation. It is thanks to these Circles that much of Stalward still has gardens, copses, and groves.
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Today, those of the Old Circles, like many Tomorrowers, wish for a better future for the city and its people. And to them, their belief is that the future must remember to respect the Wylds and the Natural World; for tranquil co-existence. Their vision is to see the city transform away from its industrious blight, and turn into a prosperous garden, where everyone can live in harmony with nature and its spirits.
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Unfortunately, not all within the Old Circles can agree upon a common course, as there are many smaller Circles to account for; most of which are set in their old ways, and stubborn about changing their views. Some advocate first for beasts and animals, and some for trees and plants, and then others only purely serve the spirits or Creator Malendii. If they are to unite a city under a garden, they must link their own Circles first.
FOR +
-Nature
-Conservation
-Druidism
-The Spirits
-The Wylds
AGAINST -
-Machines
-Pollution
-Heavy Industry
-Nature Destruction
newtinkers
tomorrowers
"Progressive, Brash, Incautious"
Newtinkers are part of the Tomorrowers community, which means that their efforts and dreams are aimed for better futures. They, like fellow members of their community, only wish for the betterment of everyday citizens' lives, be it at work or at home.
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But unlike many of their rivals, the Newtinkers look obsessively to technology and machines to make the lives of Stalwardens better. As Stalward is a city of industry, and famed firstly for its Steel, it's no wonder then that the Newtinkers faction gained influence and power as quickly as they did.
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They are the engineers and workers, the machinists and tinkerers. With machine hearts, oiled-blood, and smog-filled breaths, the Newtinkers work hard to create a city of machinery and progress; regardless of the dangers and pollution they might invite by being too reckless in their pursuits, and with little worry of whether it hurts themselves or others in the process.
FOR +
-Machines
-Engineering
-Worker Rights
-Heavy Industry
AGAINST -
-Conservation
-Anti-Industry Laws
-Prohibition Laws
venturers
gildborn
"Independent, Reserved, Secretive"
The Venturers, formed originally from retired groups of Wayfarers and spies after the War of Independence, consider themselves true independents; meaning that they favour policies that rely on self-achievement. They support Wayfarer actions, and dislike the efforts of greater unity, especially on a national level. Essentially, Venturers want to ensure the city's prosperity through its own means, without relying on the other Gilded Cities.
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While generally considered a larger Faction in Stalward with hundreds, if not thousands of Gildborn members, Venturers are led by 'shadows'. In other words, this means that their leaders tend to be unknown to most, with some exception for those who represent them in the Assembly, but even they are often masked and hooded.
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The Faction is largely secretive, and its leaders direct the greater masses of their members in the direction where they are most needed; whether to disrupt through protests, or to create diversion while their true blades make a move against their targets.
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The main issue for the Venturers is that while they are quite influential in many circles (political and otherwise), many of their leaders more easily fall to the temptations of greed and corruption, and tend to lean towards more criminal-aligned methods. Additionally, as a Faction, Venturers are divided in two: those few who use others, and those many who are used. This can create some in-conflict between the Faction's groups, despite them all sharing similar goals.
FOR +
-City First
-Secretive Initiatives
-Censorship
-Wayfarers
AGAINST -
-Nation Unification
-Expansion
-Tyranny
aetherhands
spiritualists
"Scientific, Methodical, Irresponsible"
There are those among the Spiritualists who view the matter of Soul, Spirits, and Energy in a more practical nature; bordering on the exploitative. These men and women are known in Stalward simply as the Aetherhands.
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The Aetherhands are a faction of well-funded, scientifically-minded scholars, mages, technocrats, and experimentalists, who pursue Aetheric study as a ways to unlock the secrets of Aether and how it truly works, to perhaps even find a way for true magic to bend to not only those Awoken to it, but to all Kith and Kin.
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In their pursuits, those Aetherists who dabble in Soul and Aether often make use of complex machinery made of various Wendglass components and Magetech devices. But despite their highly technological know-how, in their wake are left many failures, as many experiments after experiments are left unresolved, failed, or unanswered. Still, to the Aetherhands it is a struggle worth enduring, because at the end of it might be answers that even the Gods don't possess.
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The Aetherhands have been known to make use of unethical methods, and their test subjects are often gained from questionable sources; be they the stolen corpses from graves, the mentally ill found in prisons and asylums, or forgotten beggars off the streets.
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In addition to their darkened ethics, some of the Aetherhands have in the past been suspected of creating monsters from their experiments, such as various anomalous Magespawns or discarded mutants, who can often be found lurking in the shadows of ill alleys, or in the winding sewers beneath the city.
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The Aetherhands, of course, deny any and all such claims.
FOR +
-Scientific Focus
-Magitech
-Aether Exploitation
-Metaphysical Pursuits
AGAINST -
-Censorship
-Science Restrictions
-Metaphysics Ignorance
lockmen
Guildhands
"Tireless, Boisterous, Underhanded"
In Stalward, those who are of the Guildhands are many, as there are a considerable amount of different types of guilds; each dedicated for the well-being and rights of their members, but not always. Sometimes their efforts are focused solely on profit, and to do so they must exploit their guildmates.
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The Lockmen are those many lowborn and destitute workers, miners, sailors, and general labourers, whose work in the guilds have often gone unrecognized, underpaid, and generally exploited by the Guildmasters. The Lockmen had enough.
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The first of the Lockmen rose up around 14A70, shortly before the Battle of Wardengate. many Lockmen were originally of the Coppermen, but the Lockmen Faction itself grew large and influential when some of the Coppermen crews broke off and formed their own Faction alongside other disgruntled Guildhands.
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These Lockmen were primarily miners and sailors, and their control over the mines and harbours is what mainly made them a recognizable Faction to the city. Considering how Stalward had turned towards a more industrial focus with its Steel production and export, if the workers who were responsible for extracting ores and exporting the products weren't pleased, then the city would be at a standstill due to the "lockdowns". This is why the Lockmen gained a voice in the Assembly.
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After the Battle of Wardengate, the Lockmen were mostly appeased, and have since remained as a strongly unionized group of hard labourers, led by "Key Captains", who organize and look after their crews within the guilds. They often clash and argue with the First Builders or Greencloaks, and are adamant in their demands for better pay, better working conditions, and better rights.
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The main weakness of the Lockmen is the fact that their leaders often don't agree with each other either, as every crew has their own specific wants. Some crews are also quite violent and impatient, and their actions often disrupt any careful negotiations made. They behave more like gangs, and criminals are abundant among the Lockmen, who often end up in serious scuffles with the city's Watchmen.
FOR +
-Worker Rights
-Work Safety
-Guild Unions
-Pro Commoners
AGAINST -
-Cheap Labour
-Tyranny
-The Steel Watch
-Prohibition Laws
-Censorship
alchemancers
spiritualists
"Ascetic, Empathetic, Archaic"
The Alchemancers are alchemists, blood practicioners, shadowdancers, palm fighters, and other mystics who came from Second Canthar, to the west. This Faction of Spiritualists hail from Sik-Vai and around there, and when they arrived in Stalward they were known then as the Silk Refugees. They were at the time largely involved in the general conflicts surrounding the Candonwood, between the druidic Circles and the Silk Refugees, and it is also then that the Alchemancers grew in influence throughout the city, to the point of becoming a powerful faction.
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The name 'Alchemancer' itself was more a nickname given by Stalward's other citizens, and it simply just stuck. As their name suggests, the Alchemancers are largely focused on alchemical practices, and not just because of their philosophical teachings of Spiritual Alchemy. They experiment with various reagents, and imbibe potions and tinctures to meditate and awaken their Inner Spirit or enhance their mortal bodies; sometimes at the risk of their overall health.
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Members of the Alchemancers might spread the teachings of Spiritual Alchemy and its many philosophies, but overall their faction is mainly focused on the appeasement of Spirits, and especially of the Mortal Spirit, rather than overall religious dogma.
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Alchemancers seek the spirits for aid and answers, and believe the Kin body is the true Vessel for Aether. The Faction largely supports any efforts and leanings that further develop and normalize the practices of Spiritualism and Spiritism, so long as it isn't exploitative of the Spirits and Aether. This essentially means that they find the workings of the Aetherhands to be abhorrent or arrogantly ignorant of the pursuits of true Spiritual enlightenment.
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The Alchemancers are often sought after for their magical knowledge and strange methods of healing and exorcism. However, they are also known for very uncommon, archaic and often dangerous methods and treatments.
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Many of these treatments often involve Otherworlders, such as demons and planars, which makes what the Alchemancers are doing very dangerous not just to their own safety, but to the safety of everyone else around them as well.
FOR +
-Medidation
-Spirit Co-existence
-Spiritual Alchemy
-Community
AGAINST -
-Aether Exploitation
-Machinery
-Spirits Disrespect
coppermen
citywardens
"Passionate, Violent, Xenophobic"
The Coppermen are a prominent faction of Citywardens, who specifically hail from Outer-waller origins. The Coppermen took an important role in the conflicts surrounding the Battle of Wardengate in 14A70, back when the Coppermen were known as the Copper Princes. Afterwards they helped rebuild the Morrownmorn district as part of the Copper Deal proposed by Lord Stalwart Callum, and several Copper Prince groups took part in building the Outer Wall of the city.
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The faction today primarily consists of labourers of the lowerborn, but are also greatly diversified by several types of different craftsmen, artisans, and specialists. The Coppermen likely consists of the largest body of smiths and forgeworkers in the city, and they are in that sense its beating heart; especially so after the city began to focus on Steel production during Lord Stalwart Callum's reign.
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Coppermen used to be known as the Copper Princes, until the Copper Revolt that was crucial in the freeing of the city from Thalonians. The Copper Princes charged their forces straight towards Summitstone, and deposed the Coined Lords after the Thalonians had fled the city.
Some Coined Lords survived, but most were dragged out of their homes, strung up, and their properties seized by the Copper Princes. Not long after, the Copper Princes were disbanded, and they became the Steel Lords.
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However, not all Copper Princes became Lords, and some remained back in their old territories of Morrowmorn, the West Swords, and Coingate. These would eventually be known simply as Coppermen.
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Coppermen first and foremost support the struggles of the workers and commoner, and consider themselves warriors in that regard. Coppermen can be very loud and violent during protests, and are known to be made up of several lower gangs, crews, and "houndpacks" throughout the city, who are each led by what they refer to as "Lord Hounds" or "Packmasters". These smaller groups can quickly unite the commoners if needed, to form larger crowds of protesters in the face of perceived unjustices.
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When in times of "peace", the Coppermen focus mainly on their own people, and live by a communal creed of common responsibilities and the needs of the greater whole. This is one of the main reasons the Coppermen are considered one of the largest factions in the city.
However, their creed can potentially be easily exploited, as some more criminal groups within the faction sometimes take advantage of their higher positions, to strip those beneath them of their wealth and properties for "the greater whole".
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Additionally, many Coppermen openly dislike foreigners and foreign things, and heavily lean on anything that supports Stalwardens first. This also means they would much rather produce wares in-city, instead of relying on imports.
FOR +
-Worker Rights
-Specialist Jobs
-City First
-Community
AGAINST -
-Foreigners
-The Wealthy
-Prohibition Laws
-Anti-Worker Rights
gilded
gildborn
"Idealistic, Young, Restless"
Those of the Gilded are considered young, hopeful, and idealistic. They make up a large number of soldiers and watchmen in Stalward, and are perhaps in the military majority overall. They also consists of a great number of clerks, workers, and traders, and especially among the middle to upper lower classes.
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The Gilded are a fairly recent Faction, who began to gain members mainly because of the Gilded Princess of Gildenmoor, who has been very outspoken in the need for a Second Unification. Her speeches in the capital have been printed and distributed all over Gildas, and her words have garnered many supporters.
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As it stands, the Gilded Cities more or less govern themselves, and the Gildas Republic barely has a unified government, let alone a unified High Council. Gildenmoor might host the nation's council-members, but they have very little influence overall.
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This is where the Gilded come in, as they favour Second Unification, and seek to make Stalward a proper part of the nation. Outside of Gildenmoor, it is believed that the Gilded of Stalward are some of the most influential supporters of the Gilded Princess.
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The Gilded are very organized, as they possess several workshops and dens that focus primarily on printing newspapers or posters, which they plaster all over the city.
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Many consider the Gilded to be too idealistic and too inexperienced for the real world. Members of this Faction are often easy to goad and bait, and they can sometimes behave fairly naively. Most of them are, after all, of the newer generations, though this also means they definitely have the energy and drive to fight for what they believe in.
FOR +
-Nation Unification
-Expansion
-Alliances
-Nationbuilding
AGAINST -
-City First
-Tyranny
-Anarchy
-Censorship
-Mercenaries
greencloaks
citywardens
"Sophisticated, Shrewd, Treacherous"
Greencloaks are part of the Citywardens community, who are considered sophisticated and learned folk, who often work as traders and teachers, and who originated as Valaísians and Thalemen.
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Most were Thivians; so-called Coin-Pushers and Quill-Sharpeners, who were quite highly educated from various famed colleges throughout the City-States of Thivia. These Greencloaks were very particular about numbers, and originally came to Stalward to help solve its economical and financial flaws, as part of Lord Stalwart Callum's plan to fix the city.
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The Greencloaks of today are what remain of the Thalonian presence in Stalward, after the rest were chased out of the city during the Copper Revolt. For a time they struggled to take part in the city and were subject to bullying and persecution by the rest of the citizenry. Such sentiments have mostly gone away by now, though some small animosity remains.
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The Faction was formed during the rule of Lord Stalwart Callum, and continued to grow as Thalonian influences spread further throughout the city. The Greencloaks are focused heavily on profit through trade and commerce, and especially by dealing with other cities and foreign powers. They support forming Trade Unions and Merchant Deals, and lean towards international cooperation for the betterment of the city's growth.
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The Greencloaks also advocate for education and higher learning, and often finance general schooling. However, sometimes such benefactors among the Greencloaks have been known to finance propaganda schooling, such as spreading pro-Thalon sentiments. In fact, many among the Greencloaks are believed to be part of anti-Gildas groups, who seek to bring back Thalonian rule.
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Most Greencloaks are traders, bankers, higher clerks, and city-officials, who mainly maintain the logistical flow through the city, and thus control much of the financial and economical aspects of Stalward. Their voice in the city is thus heard quite well through the clink and clank of counted coins.
FOR +
-Education
-Merchant Focus
-Foreign Influences
-Pragmatism
AGAINST -
-Discrimination
-City First
-Wealth Loss
-Embargos
-Prohibition Laws
godsworn
worshippers
"Traditional, Diverse, Unsteady"
The Godsworn are a powerful Faction of Worshippers, who consider themselves part of the higher servants of the Many Gods Pantheons. Their kind are all over the world, in temples that serve the Creators and many Deities, as part of theocratic nations and templar cities.
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However, in Stalward, they are considerably fewer.
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Stalward's Godsworn are known to be old fashioned and traditional, as they value life and purpose that serves either their Temples or their deities. In this sense the Godsworn are also quite godfearing, as their every action is more or less done in servitude to the Gods.
​
There are many Temples all over Nym, and in Stalward there are not only at least a handful of different official Temples, but also several shrines and smaller communities that worship various deities of the Central Pantheon.
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Combined, the Godsworn number in a considerable size of clergymen in the city, as the worship of the Many Gods is still strong in Norrhan. However, as much as the Godsworn are diverse, so too are they equally at times similarly divided.
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There are hundreds of Gods, and not all Gods like each other, and this notion is reflected in their servants too. Often-times, Shrines and Temples might end up fighting against each other. The purpose of the Godsworn as a Faction is to unify the different Temples, though this is of course much easier said than done.
To make matters more trying, the Weakening of the Gods and their powers has become more evident throughout the course of the 15th Age, and so the spreading consensus is that the time of the Gods is nearing its end. The Godsworn work to deny and prevent this, yet they are but the servants of their deities, and if their Gods disappear, then what will happen to the Godsworn who are left behind?
FOR +
-Many Gods
-Gods First
-Sacrifice
-Servitude
AGAINST -
-One Faith
-New Faiths
-Kith over Gods
-False Gods
anorians
worshippers
"Dedicated, Unbending, Zealous"
Those known as the Anorians are followers of the Andarien Faith, who specifically worship the teachings and scriptures of Exalted Anoria. They are a fairly new addition to the city, whose arrival came first during Lord Stalwart Amaron reign, to help build the Andarien Temple in the city.
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Anorians are often found helping the poor and downtrodden, and the clergymen organize mass and prayer for the commonfolk first of all. The Anorians in Stalward are Worshippers who preach in favour of the New Faiths, over that of the Old Gods. But even so, Anorians can be quite zealous about their own Faith, to the point where they might discourage other New Faiths when compared against their own.
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This Faction's members are passionate and violent at times, and they are easy to goad into action. In a sense Anorians are seen as warlike and prone to take action over thinking, much like how Exalted Anoria supposedly was in life. Anorians are also often involved in vigilantism, as they deem the processes of the court, Watchmen, and city justice to be slow and unefficient.
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As preachers against the Old Gods, Anorians favour the perils and achievements of Kith and Kin before those of the Old Gods, except for when it comes to their own God, Auros, although even then they are more likely to worship and be devoted to Andarien's and Anoria's Teachings first, before any deity.
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While many Anorians are priests, the majority of their supporters are lowborn commoners, who aren't technically part of the main Faction. Its members are mainly composed of the clergy. The general Anorian clergy is situated primarily in the Remnants, around the aptly named Anorian Quarter.
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The Anorians are overall few in numbers, but their influence has woven itself tightly into the streets of the city, and the Anorians' voice echo confidently amidsts the Assembly.
FOR +
-Andarien Faith
-Exalted Anora
-Kith Before Gods
-Almsgiving
AGAINST -
-Many Gods
-Andarien Blasphemy
-Gods First
the founding stone
14A25
Only a mere century ago, most of the lands that were to be known later as Gildas, were still largely uninhabited and wild, save for a few Wildfolk tribes that roamed; such as Feather Elves and orcish clans.
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The local hinterlands were the domain of many beasts of the Wylds, but most of all it was a land of Drakes and Dragons; resurfaced recently along with the early years of the Age of Dragons. Most Kith who came to these lands would soon be faced with these creatures, and most perished or fled after.
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Despite the dangers, many nations from Avanor still sought to expand into the uninhabited lands of Norrhan, as the Age of Seas had spurred on the colonial fire of the greater nations. But at the same time, the colonial expansions of these nations had spread their resources thin, and so, the largest and wealthiest of these nations decided instead to sponsor Wayfarers to establish Venture Colonies for them; an investment they would later reap at the right time.
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Among these Wayfarers was one known only as Umberhand, who at the time was relatively unknown. All we truly know about his past is that he likely hailed from the High Marches, possibly Kirkgale, and he signed up with the Thalon Venture Offices at the age of thirty-eight. There he was given a sizeable pouch of coins, three ships, Kith to sail them, and enough supplies to last a winter.
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Umberhand landed his few ships along what would be known as the Steel Approach, in an open fjord that sported a few low cliffs, stuck between the two mouths of spiteful rivers and the stormy gales that accompanied them. Here, on the centralmost cliff island, Umberhand placed the first stone of Stalward.
the iron accord
14A28
The early years of Stalward were difficult. While there were relatively few beasts and monsters that plagued the overall settlement, the ever-present potential threat of dragonkin still loomed; though their nests were luckily much farther inland. However, being unable to go further inland also meant fewer resources and less game to hunt. Additionally, most of Umberhand's entourage were fellow citybred Wayfarers and warriors, and not proper builders, gatherers, or hunters. The harsh winds of the region proved harrowingly cold, and many frequently fell sick, with little medicine and few healers to aid.
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Despite these difficulties, the settlement grew slowly but steadily over the next two years. Every now and then, a single ship sent from Thalon would arrive with meager supplies and a few settlers; just enough to survive, but nothing substantial.
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Eventually, a pressing dilemma would present itself, as ships arrived carrying not the green and silver of Thalon, but of red unknown sails. Swiftly, these ships entered into the uncalm waters of the Steel Approach, and made landfall on the eastern cliffs.
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These were Thanemen, hailing from far to the northwest from the lands of Aesudarh. Much like the rulers of the Avanorian nations, the various Thanes and Kings of Aesudarh had wished to expand into these wild lands for a very long time, to establish a strong trading foothold in the Rising Sea. All that stood in their way were the dragons who dwelled in these lands, and past attempts had seen the Thanemen stop their expansions at Norfellgard and Umbar, just ahead of the Barador Passage; tightly guarded by the Iron Dwarves and their demanding tolls.
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These newly arrived Thanemen remained out of Stalward's path, and for a time the two groups lived close to each other, but with little direct interaction and contact. Sometimes hunting parties clashed with each other, or idle accusations of theft were thrown around. Eventually this grumbling would grow loud and dangerous, and it seemed like the two sides were set on an inevitable path of violent conflict.
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Umberhand arranged for a meeting with the Thanemen's leader, to discuss their predicament and find order in this issue. This is when Umberhand met with Felissra Stagheart, known otherwise as the "Stag Queen". As she explained it, she and her Thanemen were from distant Vyrmheim, which meant only one thing: they were dragonkillers.
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Their purpose in coming here was to hunt the dragons, though along the way the Stag Queen had in an ambush lost half her force at sea, to a fearsome dragon of some Aesudarhi legend; a Black Dragon, known in Aesudarh simply as Slayne.
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Slayne had apparently settled in these lands after having fled from Aesudarh some fifty years ago, from being exposed as a false advisor in the Court of King Varlen of Boersvard. Having only recently learned of his whereabouts, the Silver Dragon Ylvystra, tasked the Stag Queen with putting an end to Slayne's terror and grip over the region, and thus also an end to anyof his future schemes.
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However, the current Thanemen were half their force short, and even shorter on supplies. The Stag Queen admitted that some of her men had resorted to stealing to survive, and others had loudly begun to discuss attacking the settlement in desperation.
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To this, Umberhand offered only one thing: his aid.
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Knowing their struggles well, he gave the Thanemen a choice to join together in an alliance. In exchange for supplies, the Thanemen would help the settlement in hunting and labour, as well as assist in strengthening the settlement's defenses. Additionally, Umberhand offered to join the Thanemen to finish their job when the time was right.
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On the tallest cliff on the central-most island, Umberhand and Stagheart shook hands in front of their peers of both sides, and vocally signed what was to be known as the Iron Accord.
slayne's fall
14A33
After the Iron Accord, both the Thanemen and Umberhand's settlers became much better acquainted. While there were early scuffles, these troubles were squashed quickly by both Umberhand and the Stag Queen, and for two years the two groups lived in cooperation.
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However, this peace wouldn't last, when the quarry of the Thanemen finally showed up once again.
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Slayne, the Black Dragon of which the Thanemen had been sent to hunt down, was spotted not far from the settlement by some hunters, who saw the dragon enter into a cave that could only be his lair. As to why he'd decided to suddenly dwell so close by, no one could say, but no one also cared to know why; the Thanemen were arming up and away before word had properly spread to Umberhand's settlers.
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The Thanemen still remembered what happened two years ago when they first met Slayne, and many among them now sought revenge. The Stag Queen especially couldn't be held back, as she led the Slayer Party from the front.
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The Thanemen tracked down the dragon's lair, and discovered Slayne's hoard. Most likely, the dragon had been collecting and storing their treasures here for centuries; long before he fled from Aesudarh. This was without a doubt his true lair.
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However, Slayne wasn't there, and it was something the Stag Queen realized too late was not by chance. Rushing back to their encampment, they travelled through the woods at the sight of distant rising smoke and the smell of burning wood, which was eventually replaced by the scent of burning flesh.
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Only the Thanemen who were too injured or weak to join the Slayer Party had remained behind, and they were now being slaughtered by Slayne. Eventually the Stag Queen reached the camp, and joined the battle, though most of their stationary dragonkiller weapons had been destroyed by then. In the evolving battle, most of the camp was burnt down, and many Thanemen fell.
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However, the Stag Queen is said to have managed to fire off at least one of the dragonkiller weapons when Slayne was flying to leave. Her bolt struck true, and it saw Slayne crash into the trees on the other side of the river. Potentially incapacitated for now, but the Thanemen had been reduced irrevocably with no means of pursuing.
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Eventually Umberhand finally arrived with many of his followers, and instructed them to aid the defeated Thanemen. He reminded the Stag Queen about the Iron Accord, and how her impatience had seen her men fallen due to their foolishness. If they had waited, they could've planned and fought together.
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Regardless, Umberhand's stronger Wayfarers joined directly with him, as they moved to strike at the grounded Slayne before the dragon could recover. The Stag Queen, despite her injuries, also joined Umberhand, along with a few of her still standing slayers.
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Crossing the river, they found Slayne crashed amidst a small clearing of trees atop a small hill. The dragon seemed to be unconscious, and one of his wings had noticeably been ripped by the dragonkiller bolt.
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As Umberhand's men approached, the dragon finally stirred, and battle ensued. Using various tools and ropes, the fighters managed to pin Slayne further, and restrict the dragon's movements. Still, to slay a dragon was no easy task, even for supposed dragonslaying experts, and many would fall in the battle to swipes, chomps, and golden flame.
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Soon, only a few of the fighters still remained standing, and the situation seemed grim. The Stag Queen managed to strike a vital blow with her spear at Slayne's eye to blind him, at which point Umberhand apparently saw an opportunity.
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Recklessly, he charged in towards Slayne's head, and when the dragon noticed him, he spewed him with fire. However, Umberhand shielded himself with his sword, which turned out to be made of Dragonsteel, and thus capable of absorbing the flames. With his weapon charged, Umberhand leapt in and stabbed Slayne in his throat; melting through the tough scales and rupturing his flame sac.
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Seconds later, Slayne finally collapsed, and his terror was no more.
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The coming weeks saw the Thanemen rebuild their camp and mourn their dead. Slayne's body still remained where it had fallen, -untouched-, and its presence seemed to act as a deterrent to any other drakes nearby. In fact, it would seem that the majority of drakes in the region had suddenly disappeared. Slayne's hoard, however, was collected and stored within the confines of Stalward's fort.
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The Stag Queen and her remaining Thanemen prepared to return to Vyrmheim, but she also vowed to return back to Stalward, with more men and resources to join with Umberhand and his settlers in their effort to grow this settlement.
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Before they left, the Thanemen gathered with the settlers, and together they officially proclaimed Umberhand the Stalwart Lord, as the wielder of the 'Slaynefall' blade that slew the Dark Terror. The celebration went on for several days after.
thalon's claim
14A53
As the bells tolled for the beginning of 14A53, it had by then been 20 years since the dragon Slayne was killed.
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During this time, Stalward prospered, as news of Slayne's death travelled far and wide through both Aesudarh and the Twin-Continents. With his fall came many settlers and Wayfarers who would settle not only in Stalward, but across this entire region, which was now referred to as Gildas.
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Marchmen, Valaísians, Thalemen, and Thanemen all came to Gildas to seek new fortunes, as the region was now free of most drakes, and its lands and secrets now waited to be explored and exploited.
New colonies, which quickly grew into cities, would be founded along the coasts, islands, and vales of Gildas. Cities such as Gildenmoor, Llane, Vylkagar, and Ebonhall would rise in population and power, as the nations of Thalon and Valaís took renewed notice of Gildas, and ordered venture colonies throughout the region.
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Valaís established Llane, Vylkagar, and Ebonhall on the mainland, and also made effort to colonize and develop the islands of Valaste & Thaverd. Thalon, similarly, made stronger footholds in Gildas by further supporting smaller settlements, and especially so when it came to Gildenmoor and Stalward.
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Many from Aesudarh had also arrived in Gildas over the decades, many of whom followed the Stag Queen to join with the city of Stalward. However, a great many also settled on the eastern isles, where they founded the Thanedom of Valgard.
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Stalward itself was perhaps the largest of the Gildas cities at the time, as Lord Stalwart Umberhand had spent the wealth of Slayne's hoard wisely to help reinforce and expand the city's foundations and infrastructure, and to attract new settlers of high calibre, such as craftsmen, builders, and traders, who eventually formed various City Guilds.
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Some nearby farming and fishing outposts were also sponsored by Stalward, to help ensure that the city could feed itself. Additionally, Stalward now possessed its own foundational military force; a mere militia at first, but strengthened by its Wayfarer core.
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The city prospered from these additions, and for a long while it managed well by itself. However, when the city's coffers finally ran dry, Umberhand would realize that Stalward was not yet ready to stand on its own quite yet, as its citizens grew hungrier due to unready harvests, and the Guilds were widely divided. Crime would suddenly rise, and many gangs claimed territory throughout the city. Chaos set the city ablaze in open disorder, as the local militia was unable to maintain proper control over the situation.
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As a result of the turmoils, Umberhand struck deals with various over-seas traders, many from Thalon, to ensure a supply line of food, goods, and wares. In time this accrued some small debts, but as the need for more increased, the debts combined and became much more unmanageable. Soon the Balfon Bank got involved, and it shouldered Stalward's burdens in exchange for a large piece of the city.
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While Stalward was now in debt with the Bank, it was still considered a Venture Colony signed within the influence of the Thalon Republic. This meant that on paper, Stalward was now owned by both the Balfon Bank as well as the League of Princes, which essentially made it entirely a Thalonian territory. And considering the notable success of Stalward and its fame, the Republic saw no reason not to finally lay official claim to its Venture.
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As Hoodmen arrived in the city and handed the renewed contract of ownership to Umberhand, the Lord Stalwart found that he had no choice but to sign, or else the city would tear itself apart without the aid of the Bank or Princes. Not signing was also a death sentence, especially in the presence of the Balfon Bank's agents, but at least by signing Umberhand would retain his seat as Lord Stalwart, though his power would largely be puppeted by the Bank and Princes.
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Over time, Stalward's unruly streets were brought to heel, as Thalon enforced stability by investing in and training a proper City Watch, established the presence of a ruling aristocratic elite later referred to as the Coined Lords, and created the foundations of the Stalward Assembly, which would offer some democratic power to the higher citizenry.
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All in all, Stalward was again prospering under the new official rule of the Thalon Republic, but for how long it would last, no one yet knew or dared say.
gates of stalward
14A55
Stalward continued to grow greater and larger, and its size and opportunities only attracted more immigrants. Stalward was still always in need for workers and craftsmen, to help stabilize the city's rather dismal economy and developing infrastructure.
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However, as immigration kept rising, so too did eventually a lack of available housing and general jobs, and maintaining a census and order of things became more difficult, and soon after crime would rise again as well.
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Additionally, many groups that now found their home in Stalward were strange and unsupervised, such as the rising druidic Circles of Candonwood, or the recent influx of Sik-Vai refugees from the distant Silk Forests of the far west.
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To make matters more troublesome, the Lord Stalwart Umberhand had gone missing, which just further created pockets of corruption among aristocrats and city officials, which again just spawned more unrest. As to where Umberhand disappeared, when or how, no one could say: he had disappeared suddenly by all accounts. All that he left behind was his sword, Slaynefall.
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Eventually the search for Umberhand came at an undetermined close, and the Thalonian Princes and the Balfon Bank sought to appoint a new Lord Stalwart to take up governance over the city. Although they most certainly wished to pick one of their own (such as a Prince) for the role, the common Assembly decided differently, and picked Felissra Stagheart as the new Stalwart.
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With the Thanemen, Wayfarers, and the Owlguard as her main supporters, the Stag Queen had much influence in the city, and she was known well as Umberhand's right hand. She was without doubt the best candidate for the Seat of Stalwart.
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Stagheart's first project was to establish a city wall, which would allow the Steel Watch to control the flow of immigrants to the center via its mighty gates. While the project faced many difficulties, support from the First Builders and the Thalonians allowed the wall to finish relatively quickly.
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With walls for protection and manned towers and gates to oversee citizen movements, a new sense of order was adopted. However, the physical division of the wall also created the Inner City and the Outer City.
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For a time, this seemed to solve the issues of the Inner City and stabilize any turmoil there. But, troubles brewed in the Outer City, and only escalated much more violently, as the Steel Watch was kept to patrol and oversee primarily the Inner City first, and let the Outer City fend for itself most of the time.
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The largest of the conflicts then were between the Circles of Candonwood, and the arrival of the Silk Refugees in the area. The two groups fought over territory, wishing to claim Candonwood for their own people. What followed was years of gang wars between druids and spiritualists, as the might of the Wylds clashed with the mystic powers of the Western Folk.
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Eventually the conflict was solved by Stagheart simply by splitting the Candonwood in half, and from that day onwards the Silk Refugees held Candon, and the Circles cultivated a new thicket of trees they called Newgarden. While the two sides still held a lot of animosity towards each other, any hostile clashes remained small and insignificant. To further de-escalate any potential troubles, both sides were given representative seats in the Assembly by Stagheart.
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Still, the issues of the Outer City wouldn't cease there. In Thanewall, the local Thanemen were fighting each other for control of the district, given the absence of their Stag Queen to control them properly. The Marchmen bickered with Thalemen between Marchwell and Thalecourt, as control over Drakemarket depended on the harbours of the two former districts. In addition, criminal gangs had risen up all over the western streets and woods, and there were too few Watchmen to deal with them.
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All the while, the Inner City was mostly thriving, and the Coined Lords and merchants felt safe in there as they lived in their own prosperous world. This disparity just served to further split the city's population between those who saw themselves as Out-Wallers, and those who counted themselves lucky and privileged as Innerwallers.
gildenmoor
Formerly the largest of Thalon's colonies in the Ironlands. Gildenmoor was founded by Thalonian settlers, who themselves were funded and massively supplied by several Trade Princes and their investments. While Gildenmoor is the youngest of the Gilded Cities, it is the largest and most developed, and before the War of Independence, it was also the seat of power of Thalon's colonial officials and navy in the region.
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After the War of Independence was won, Gildenmoor became the symbolic capital of Gildas. Most of the official national governance and representatives of the nation can be found in Gildenmoor, but its status as capital is largely still disputed by several of the other Gilded Cities, who think themselves the better candidate.
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The current governor of Gildenmoor is known as the Gilden Princess, who also remains the face of the nation as a whole, along with the Shining Council.
ebonhall
Ebonhall, a former Valaísian outpost that grew into a city. It is the innermost city of the Gilded Cities, and it is also the smallest. It resembles more a fortress than it does a city, as Ebonhall was founded and built in Ashbane; a place where drakes still roam, and hordes of whelps often fly in from the nearby wild and unsettled Galad's Mountains and High Hintyrs.
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Ebonhallers are grim people, as their city and outlying settlements are often beset by drakes and whelps. Most Ebonhallers are thus also expected to know how to fight, and especially with long spears and crossbows, or must take part in every effort to douse fires, help the injured, or man the defences during drake attacks.
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The leader of Ebonhall is known as the Blackhand, who acts as a sort of Governor General.
llane
Llane was the seat of power of the Valaísian Empire in Gildas, and it was founded in a steep cove near the wild and rain-plagued woods of the Merwood. They say that everything in Llane tastes of salt, due to the strangely salty rainwater that falls frequently over this area.
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Llane is a primarily port- and ship-focused city, ruled by various representatives who refer to themselves as Captains. Each Captain lords over their own private fleet of ships; many of which were commandeered during the War of Independence.
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The High Captain is the representative leader of Llane, who is often just referred to as "the Admiral".
vylkagar
Once a Valaísian Wayfarer colony, Vylkagar was at some point abandoned by the Empire, and left to fend for itself. Likely it was deemed too costly to maintain, and so Valaísian lords saw fit to stop sending aid to it.
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However, Vylkagar survived, much due to the help of the local Wildfolk. Together with these Wildfolk, Vylkagar's settlers managed to hold on, and it became a city unified by Wayfarers, wildland tribes, and druid circles. Vylkagar is what one could consider one of the more "primitive" cities in Gildas, but its people are noble, heart-strong, and greatly unified.
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Vylkagar is ruled by a Circle Council of druids and elders, but its chosen leader is known as the Staglord.
beyond gildas
Gildas as a nation is young and largely isolated, whose lands are still mostly untamed and roamed by monsters and beasts, and the nation as a whole is surrounded by potential troubles.
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At its western border, Gildas is encroached by the various lands of the Wylds and its Fey beings.
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South-east of Gildas is the greater island chain of Valaste & Thaverd; a Valaísian colony, whose attempt at gaining Independence was recently squashed.
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Valgard was founded by a large influx of Thanemen after the region was made safe from the Black Dragon Slayne's presence, and while there are still drakes in Valgard, the majority of Thanemen hail from Vyrmheim, and so they know well how to deal with dragonkin.
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North of Gildas, across the Sundergarn Sea, are the greater Harrowed Lands, which are mostly unsettled and untamed, dominated by roaming orcish hordes, or ravaged by the many continuous wars of the Harrowmen.
map of gildas
city of stalward | 15A36
The Iron Hearth
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"Where one city began, and another ended. The Hearth is the very center of Stalward, where Umberhand set the first stone.
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Ever since, the Hearth has remained the seat of power that governs Stalward, and where the majority of Steel Lords reside in their well-to-do estates"
VISITOR'S HANDGUIDE
frequently asked questions
What exactly is 'Stalward Endures'?
Stalward Endures is an experimental project, with the intention of creating an interactive experience, where the goal is to see a fictional fantasy city in peril returned to stability.
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Is it a game?
Stalward Endures isn't a game in the traditional sense, as there is in actuality very little direct interaction from players, and no active gameplay. It is more like a visual story that tells a wider tale, one day at a time, where every player involved works together (or potentially against each other) towards a common goal.
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Who plays?
There are two types of players: the Stalwart, and the Assembly.
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The Stalwart is the one who can take actions, like building structures, training squads, appealing to Factions, implementing ideas, etc.
In a sense the Stalwart is the Gamemaster whose main job is to maintain the city based on the Assembly's decisions.
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The Assembly, on the other hand, are the voices of the citizens, who can cast votes on various decisions, laws, and dilemmas. By doing this they steer the city in a direction, and affect the various stats, incomes, and overall happiness of the city's population.
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How can one join?
By going to the Patreon page, you can vote on any upcoming laws or decisions. It is entirely free to join and you don't even have to become a member to vote.