Celjorcyl: A Realm Asundered
Posted by: Jason Silverain / Category: D&D, Homebrew, Map, Pathfinder, Setting, World buildingAbout three years ago now I had the pleasure of playing a Pathfinder game with an old friend of mine and while the campaign unfortunately couldn't be completed we had a lot of great adventures in the setting he had created. Rather than condemning it to the growing collection of old worlds and maps in our files I now release it to you and would love to hear your own in the realm of Celjorcyl.
About Celjorcyl
The
Plane of Celjorcyl is a pangea type world beset by smaller
landmasses. The year is 1211 and the majority of Celjorcyl is on the
cusp of a technological revolution as steampower and electricity
become more widespread. This revolution is largely because of a race
of Mites to the north, small blue goblin-like creatures who, while
surrounded by the glowing rock of their mountains can produce
technological, self-repairing marvels. Many Mites work
as contractors and engineers bringing technological marvels to towns
and cities across Kingsfall, Lockwyren, Orum and Aranyk.
There are many that remember the war of the screw (1127-1139) where Harken invaded Prynml in an effort to acquire technology that could allow them to expand their borders into Kingsfall and Lockwyren. With the Mite artificers enslaved and producing innumerable war machines, the forces of Lockwyren were beaten back and it’s territory resembles that of today.
Harken
was forced to split its front in order to fight Kingsfall whilst
holding off Lockwyren, with their supply lines stretched and no way
of moving production into their new territories Harken was unable
push into Kingsfall who at the time sent legions of soldier into
Prynml via warboats to liberate the Mites. Sensing defeat, Harken’s
forces withdrew from the front lines to protect from an invasion from
the north leaving Kingsfall to claim the territory Harken left behind
which previously belonged to Lockwyren. An uneasy peace between
Harken, Kingsfall and Lockwyren has held ever since, but recently
certain events have locked a wedge between Kingsfall and Lockwyren.
Recently expeditions into the continent of Roshansha have met with catastrophic failure and none dare venture from the reasonably safe colonies on it’s eastern coast, many investors are pulling out as the continent continues to yield less and less in both resources and discoveries.
Full sized image avaliable to view and download here.
Citystate of Orum (Suggested Starting Location)
Notable Locations: The City of Orum, the shrine of Ynnalolrik, the tower of the 3 principles, The Adventurers Guild.
Laws: No slavery, necromancy, practising of magic/psionic spells/abilities without a license, this includes production of magical/psionic items. Procuring a license is simple enough but requires a person of certain standard to vouch for the individual or from visible acts of public service. True orcs, umbrans or harken refugees are not permitted entry into Orum’s capital.
Main Races: Human (35%), Dwarves (20%) Gnomes (10%), Halflings (15%), Elves (10%), Mites (7%), misc (3%), no orcs or umbrans.
Culture: The people of Orum are not afraid of innovation nor magic, here the arts thrive and many countries consider Orum to be the seat of democracy. Established at the end of the war of the screw almost 75 years ago Orum would serve to be a mediator of politics between the nations in peace time where heads of state could congregate from Kingsfall, Lockwyren and Aranyk.
Orum
prospers mostly through acting as a trade intermediary for the 3 kingdoms
that surround it and as a result, poverty is the minority within the
great city walls. A handful of small farming villages also dot the
green and rolling land. The people of Orum are mostly concerned with
the lives of themselves, their families and those within their
village, most Orumites experience a sense of safety as they are
surrounded by 3 strong allies. They are somewhat mistrusting of the
people of Harken as most all people rightly are but also possess a
sense of fresh tenacity and patriotism towards their new country as
it has only been founded since the end of the war, this results in a
melting pot of different customs and practices.
Terrain: Green rolling hills beset by frequent water mills, farms, and small but welcoming hamlets. Most of Orum’s land is farmland with the occasional vineyard.
Forces: The city state of Orum has a considerable army for its size, of which about 80% of it is made up of exemplary forces from the three states that surround Orum, this force is known as the Orum Guard and are responsible for the defense and policing of Orum. Patrols on the main trading routes are frequent but the bulk of the forces are assigned to city guard to keep the peace.
Notable NPCs: Reginald Knightscourse (mayor of Orum)
Prized Exports: The art, poetry and wine of Orum are considered the best in Celjorcyl and bards petition from every land to get residency within Orum so they can attend its academies.
Terrain: Green rolling hills beset by frequent water mills, farms, and small but welcoming hamlets. Most of Orum’s land is farmland with the occasional vineyard.
Forces: The city state of Orum has a considerable army for its size, of which about 80% of it is made up of exemplary forces from the three states that surround Orum, this force is known as the Orum Guard and are responsible for the defense and policing of Orum. Patrols on the main trading routes are frequent but the bulk of the forces are assigned to city guard to keep the peace.
Notable NPCs: Reginald Knightscourse (mayor of Orum)
Prized Exports: The art, poetry and wine of Orum are considered the best in Celjorcyl and bards petition from every land to get residency within Orum so they can attend its academies.
The
Country of Kingsfall
Notable
Locations: Thronereach
(capital), Beckenpond, Lenwym’s Peak, Valorwatch, Mercanport,
Envoy’s End, Claughport, Nirtenside, Hydra’s Cleft, the council
palace (in the capital).
Laws: Slavery is not permitted within Kingsfall, nor is prostitution, gambling or bloodsports, necromancy is frowned upon but legal. Teleportation magic is heavily policed in Kingsfall, as a result anyone without a translocation permit on them automatically finds themselves subject to dimensional anchoring when entering any of the main cities, DC 24 will save resists, DC 28 in Thronereach. Kingsfall is a pious country and as of such any offensive spells cast by non-officials on the weekly day of worship inflict non-lethal damage instead (concentration DC17 + 2x spell lvl to surpass the effect, surpassing the effect is considered illegal). Duels are commonly used to resolve disputes between 2 parties, death blows inflicted during a duel are considered just and are not normally subject to punishment in the eyes of the law.
Main races: Mostly humans (85%), Halflings (10%), Half-orcs, Orcs, Elves and Mites make up the last 5%.
Culture: Kingsfall portrays itself as a nation of chivalry and honor, the majority of the population are poorer folk working menial jobs to make ends meet whilst the nobles of the houses concern themselves with matters of state, politics and ruling their settlement. Kingsfall is not ruled by a single ruler but instead is ruled by the noble houses of its main towns who in turn report to the council of the 5 which hold court in the capital city.
Laws: Slavery is not permitted within Kingsfall, nor is prostitution, gambling or bloodsports, necromancy is frowned upon but legal. Teleportation magic is heavily policed in Kingsfall, as a result anyone without a translocation permit on them automatically finds themselves subject to dimensional anchoring when entering any of the main cities, DC 24 will save resists, DC 28 in Thronereach. Kingsfall is a pious country and as of such any offensive spells cast by non-officials on the weekly day of worship inflict non-lethal damage instead (concentration DC17 + 2x spell lvl to surpass the effect, surpassing the effect is considered illegal). Duels are commonly used to resolve disputes between 2 parties, death blows inflicted during a duel are considered just and are not normally subject to punishment in the eyes of the law.
Main races: Mostly humans (85%), Halflings (10%), Half-orcs, Orcs, Elves and Mites make up the last 5%.
Culture: Kingsfall portrays itself as a nation of chivalry and honor, the majority of the population are poorer folk working menial jobs to make ends meet whilst the nobles of the houses concern themselves with matters of state, politics and ruling their settlement. Kingsfall is not ruled by a single ruler but instead is ruled by the noble houses of its main towns who in turn report to the council of the 5 which hold court in the capital city.
Since
the war took its toll 75 years ago the main populous has been
severely mistrustful of anyone from Harken, this includes refugees,
traitors and exiles alike. There is also much disdain towards orcs as
they make up almost half the population of Harken, half-orcs are
given a reprieve as they are seen as burdened with living with the
blood of a tyrannical race within them and as a result are usually
better rewarded when they are seen to do good acts.
Kingsfall is
slowly embracing new ideas and technology from the Mites of Prynml,
but slowly towns and cities are starting to make use of the
technological gifts from the north.
Terrain: Green and fertile, but most of Kingsfall is wild and untamed with vast forests and sweeping valleys, towards the north east near Hydra’s Cleft the ground is more arid.
Forces: Each main settlement has it’s own policing guard but lack of single rule means that a wanted criminal could go unnoticed in another town. To counteract this most houses employ a strict rule of their laws and even minor crimes are often handled a bit too heavily. The council of the 5, who collectively rule over Kingsfall, have their own private army called the Knights of the Kingless who maintain a presence along the eastern borders near Harken and Lockwyren also patrol the roads around the capital and police the capital city itself.
Notable NPCs: Council of the 5 - Harrack Cartwright of Beckenpond, Felicity Ironsight of Lenwym’s Peak, Yurnic Arcanitus of Hydra’s Cleft, Borran Spickenspan of Mercanport and Carla Roseswan of Nirtenside.
Prized Exports: Mercenaries that have served with the Knights of the Kingless are sought after in all 3 main countries as they are disciplined and dependable. Venison from the Kingsdeer, a breed of magically bred deer by the last King over 200 years ago, continues to be a delicacy in all nations, even Kingsfall.
Terrain: Green and fertile, but most of Kingsfall is wild and untamed with vast forests and sweeping valleys, towards the north east near Hydra’s Cleft the ground is more arid.
Forces: Each main settlement has it’s own policing guard but lack of single rule means that a wanted criminal could go unnoticed in another town. To counteract this most houses employ a strict rule of their laws and even minor crimes are often handled a bit too heavily. The council of the 5, who collectively rule over Kingsfall, have their own private army called the Knights of the Kingless who maintain a presence along the eastern borders near Harken and Lockwyren also patrol the roads around the capital and police the capital city itself.
Notable NPCs: Council of the 5 - Harrack Cartwright of Beckenpond, Felicity Ironsight of Lenwym’s Peak, Yurnic Arcanitus of Hydra’s Cleft, Borran Spickenspan of Mercanport and Carla Roseswan of Nirtenside.
Prized Exports: Mercenaries that have served with the Knights of the Kingless are sought after in all 3 main countries as they are disciplined and dependable. Venison from the Kingsdeer, a breed of magically bred deer by the last King over 200 years ago, continues to be a delicacy in all nations, even Kingsfall.
The
Country of Lockwyren
Notable
Locations: Temmelhaft
(capital), Buntergrail, Wroughtly
Laws: Slavery and defiling the remains of the deceased are illegal in Lockwyren as are hosting gladiatorial events without a licence. A curfew exists in the more populated towns as funding cannot stretch to better policing. Tight legislation on constructs (both magical and technological) exists due to Lockwyren’s natural distrust of technology. Due to their reduced borders Lockwyren maintains a close eye on whomever they let into their lands usually under magical scrutiny. Also anyone who practices the Psionic disciplines is met with substantial disdain when trying to gain passage into Lockwyren due to the war that Harken waged on Lockwyren.
Main Races: Mostly humans (85%), elves (10%), gnomes, Halflings, Dwarves and Mites make up the last 5%.
Culture: Lockwyren is a nation still recovering from war, this can be clearly seen as many villages close to the northern border still stand as empty ghost towns. Though built on a past of strength, prosperity and freedom, since the war ended Lockwyren has become a nation of mistrust; folk spy on their neighbours, guards enforce the law ruthlessly and strangers are given a wide berth.
Laws: Slavery and defiling the remains of the deceased are illegal in Lockwyren as are hosting gladiatorial events without a licence. A curfew exists in the more populated towns as funding cannot stretch to better policing. Tight legislation on constructs (both magical and technological) exists due to Lockwyren’s natural distrust of technology. Due to their reduced borders Lockwyren maintains a close eye on whomever they let into their lands usually under magical scrutiny. Also anyone who practices the Psionic disciplines is met with substantial disdain when trying to gain passage into Lockwyren due to the war that Harken waged on Lockwyren.
Main Races: Mostly humans (85%), elves (10%), gnomes, Halflings, Dwarves and Mites make up the last 5%.
Culture: Lockwyren is a nation still recovering from war, this can be clearly seen as many villages close to the northern border still stand as empty ghost towns. Though built on a past of strength, prosperity and freedom, since the war ended Lockwyren has become a nation of mistrust; folk spy on their neighbours, guards enforce the law ruthlessly and strangers are given a wide berth.
The
learned amongst the population have a natural distrust of psionics as
it is the umbrans of Harken who first started practising psionics on
Celjorcyl around 300 years ago and it is
largely believed that those who practise the Psionic art are related
or associated with the abominations of Harken.
As
umbrans can pass for human there are numerous accusations of citizens
being Harken spies, usually to no avail as no Harken spies have ever
been reportedly captured, but naturally they wouldn’t be.
Lockwyrnites
also view those from Kingsfall with mild contempt as they feel they
have profited a bit too much from Lockwyren’s fall, the common
name for someone from Kingsfall is a landt stiehlt (a land
snatcher).
Terrain: Green and fertile, with sparse mountains and desert to the far east, towards the north east the land is wilder and more boggy with dense forests.
Forces: The Landswrath are the official army of Lockwyren and reside in the capital, Temmelhaft and along the north-western borders. The Lockguard are Lockwyren’s policing force, efficient, swift and detailed in their documentation of crimes. Nowadays the Lockguard are spread a little too thin and banditry, kidnapping and ransom are all too frequent along vulnerable trading routes but despite this their magically reinforced infrastructure means that they can pass on the likeness of anyone to every major town and city in the land.
Notable NPCs: High-Chancellor Johan Kechlesher, Viceroy Ellis Trentberg, Chief Inquisitor Kiloq Bainfer.
Prized Exports: Gin, brandy, luxury chocolates and spices. Lockwyren also has a reputation for ornate platemail, this masterwork armour is engraved and made up of different alloys folded between its iron layers providing a more elegant lightweight suit without sacrificing protection. This armour is sort after the most amongst the nobles of Celjorcyl.
Terrain: Green and fertile, with sparse mountains and desert to the far east, towards the north east the land is wilder and more boggy with dense forests.
Forces: The Landswrath are the official army of Lockwyren and reside in the capital, Temmelhaft and along the north-western borders. The Lockguard are Lockwyren’s policing force, efficient, swift and detailed in their documentation of crimes. Nowadays the Lockguard are spread a little too thin and banditry, kidnapping and ransom are all too frequent along vulnerable trading routes but despite this their magically reinforced infrastructure means that they can pass on the likeness of anyone to every major town and city in the land.
Notable NPCs: High-Chancellor Johan Kechlesher, Viceroy Ellis Trentberg, Chief Inquisitor Kiloq Bainfer.
Prized Exports: Gin, brandy, luxury chocolates and spices. Lockwyren also has a reputation for ornate platemail, this masterwork armour is engraved and made up of different alloys folded between its iron layers providing a more elegant lightweight suit without sacrificing protection. This armour is sort after the most amongst the nobles of Celjorcyl.
The
Country of Aranyk
Notable
Locations: Dunnahuume, Krak’Heft, Durymirim, Ru, Frollif.
Laws: Slavery, true orcs and Harken refugees are not premitted in Aranyk, technology that can be seen as lazy is usually frowned upon.
Main Races: Mostly Dwarves (65%), Elves (20%), Humans (10%), Gnomes, Halflings and Mites make up the last 5%.
Culture: To the east Aranyk is a green, lush country thick with a singular great forest, but upon approaching the mountains of the mid-west the land turns to a frozen mix of rock and ice. Paths are quickly snowed, hidden and the unwary become prey to both the elements and the indigenous creatures. On the whole the people of Aranyk are stalwart and traditional favouring the tried and tested methods of living over new-fangled technology, any device that makes everyday life easier is usually shunned by the dwarven population as they fear it will make them ‘go soft.’ They do however embrace anything that allows them to overcome limitations. The country in itself has no ruling body nor a capital city, this is the way its always been with the dwarves to the west managing their own affairs in their mountains and the elves to the east in the great forest managing theirs. Theirs is a model of democracy ruling not exclusively by law but by what is morally right.
Terrain: Cold, rocky and mountainous from the middle of the country to the western coast, temperate and green to the east carpeted by a single great forest with giant trees.
Forces: No main army, each settlement is responsible for policing its own surrounding lands. In time of need a settlement can petition for additional forces from nearby towns or all of Aranyk is the need is dire.
Notable NPCs: Graniter Steelstrike forge-master of Dunnahuume, Lady Copperseam of the Ru merchants guild, Far-Watcher Vyllendella of the Watch-oak of Blades.
Prized Exports: A great number of luxury items come out of the great forest such as honey, silks and exotic fruits. The elves of the east are also known for their craftsmanship with bows and jewelery. The dwarves of the mid-west make the best melee weapons in all the kingdom, their method of tempering the metal is a closely guarded secret.
Laws: Slavery, true orcs and Harken refugees are not premitted in Aranyk, technology that can be seen as lazy is usually frowned upon.
Main Races: Mostly Dwarves (65%), Elves (20%), Humans (10%), Gnomes, Halflings and Mites make up the last 5%.
Culture: To the east Aranyk is a green, lush country thick with a singular great forest, but upon approaching the mountains of the mid-west the land turns to a frozen mix of rock and ice. Paths are quickly snowed, hidden and the unwary become prey to both the elements and the indigenous creatures. On the whole the people of Aranyk are stalwart and traditional favouring the tried and tested methods of living over new-fangled technology, any device that makes everyday life easier is usually shunned by the dwarven population as they fear it will make them ‘go soft.’ They do however embrace anything that allows them to overcome limitations. The country in itself has no ruling body nor a capital city, this is the way its always been with the dwarves to the west managing their own affairs in their mountains and the elves to the east in the great forest managing theirs. Theirs is a model of democracy ruling not exclusively by law but by what is morally right.
Terrain: Cold, rocky and mountainous from the middle of the country to the western coast, temperate and green to the east carpeted by a single great forest with giant trees.
Forces: No main army, each settlement is responsible for policing its own surrounding lands. In time of need a settlement can petition for additional forces from nearby towns or all of Aranyk is the need is dire.
Notable NPCs: Graniter Steelstrike forge-master of Dunnahuume, Lady Copperseam of the Ru merchants guild, Far-Watcher Vyllendella of the Watch-oak of Blades.
Prized Exports: A great number of luxury items come out of the great forest such as honey, silks and exotic fruits. The elves of the east are also known for their craftsmanship with bows and jewelery. The dwarves of the mid-west make the best melee weapons in all the kingdom, their method of tempering the metal is a closely guarded secret.
The
Country of Harken
Notable
locations: Vricken (Capital), Ortle, Lonnyrtro, Gorohkrok.
Laws: Slavery is legal in Harken and requires no legislation other than rule of force. In fact the rule of force is used to settle almost every dispute.
Main Races: Mostly Orcs (55%), Umbrans (30%), Humans (10%), Dwarf, Halfling and Mite slaves make up the last 5%.
Culture: Harken is a place where the weak, the poor and the complacent are punished and sold into slavery. The people see no finer goal than forcing the lesser into labour so that they can pursue their leisure. The bulk of the people of Harken occupy noble roles such as merchants, artisans and foremen leaving slaves to toil with menial tasks. Slaves occupy about 30% of the population in Harken and upon ascension every Umbran is given a dedicated slave who’s will has been broken and follows their master’s word tirelessly.
Laws: Slavery is legal in Harken and requires no legislation other than rule of force. In fact the rule of force is used to settle almost every dispute.
Main Races: Mostly Orcs (55%), Umbrans (30%), Humans (10%), Dwarf, Halfling and Mite slaves make up the last 5%.
Culture: Harken is a place where the weak, the poor and the complacent are punished and sold into slavery. The people see no finer goal than forcing the lesser into labour so that they can pursue their leisure. The bulk of the people of Harken occupy noble roles such as merchants, artisans and foremen leaving slaves to toil with menial tasks. Slaves occupy about 30% of the population in Harken and upon ascension every Umbran is given a dedicated slave who’s will has been broken and follows their master’s word tirelessly.
Since the war
many of Harken see their country as occupied by the backstabbing
nation of Kingsfall as it is effectively besieged. Some of the
populous have taken to active protest at the nations borders in an
effort to peacefully make Kingsfall give up the land that Harken sees
as theirs by law as treaties officially dictate that ‘in time of
peace forces will return to their homelands and keep no presence in a
once opposed country.’ Getting into Harken is almost impossible not
only due to the great wall but all attempts to scry or teleport into
Harken automatically fail. Harken sees new technology as a path to
the future and seeks all means to advance in every way it can.
Needless to
say, the people of Harken are severely distrustful of outsiders, more
so than they are to their fellow populous. Those with authority are
either hated for their iron tight rule or the target of usurpers who
desire their role. This has produced a society which is never
complacent, every citizen is encouraged and downright rewarded to
advance through society by removing those above them or remove those
below them who pose a threat. This process allows the most cunning,
ruthless and powerful individuals to occupy positions of power.
Forces: Harken has the imperial reserve, an army of considerable size, they punish incompetence and weakness in their enemies as well as their own ranks. The Knights of the Hand are rumoured to be an elite unit that answers only to the emperor with almost limitless resources, but all attempts to confirm that such a group exists has failed. Harken is also policed by the houses of each settlement, though the law stays the same it is the men and women of these houses who decide how exactly it is enacted.
Notable NPCs: Emperor Gaiten Tyve, General Yorot Akembcore of the Imperial Reserve, Ambassador of State Felicity Rueborn.
Prized Exports: The only thing that Harken is famed for exporting is spies, whether this is true or not no-one is saying, possibly due to how tense diplomatic relations are currently.
Forces: Harken has the imperial reserve, an army of considerable size, they punish incompetence and weakness in their enemies as well as their own ranks. The Knights of the Hand are rumoured to be an elite unit that answers only to the emperor with almost limitless resources, but all attempts to confirm that such a group exists has failed. Harken is also policed by the houses of each settlement, though the law stays the same it is the men and women of these houses who decide how exactly it is enacted.
Notable NPCs: Emperor Gaiten Tyve, General Yorot Akembcore of the Imperial Reserve, Ambassador of State Felicity Rueborn.
Prized Exports: The only thing that Harken is famed for exporting is spies, whether this is true or not no-one is saying, possibly due to how tense diplomatic relations are currently.
The
Country of Prynml
Notable
locations: Thunke (capital), Shurgrod, Blacksands.
Laws: Unregulated acquisition, distribution or sale of Laszulite is prosecutable by law usually requiring a steep fine, or if a repeat offender, exile. Slavery is illegal in Prynml as is necromancy and also the production of automatons is tightly regulated. The creation or production of free thinking and/or self-aware constructs is illegal in Prynml.
Main Races: Mostly Mites (80%), Gnomes (10%), Dwarves (5%) Humans, Elves and Halflings make up the other 5%.
Culture: The mites of Prynml are hard working, laborious and the worst example when it comes to health and safety. Many of their artisans work 28 hour shifts out of passion rather than greed, a popular mite saying is ‘a device of excellent design and sound construction is its own reward when it comes to producing it,’ which sounds shorter in their native tongue. After years of living in their bluestone caverns Mites have become attuned to the influence of Laszulite, a blue crystal seam running through most of Pryml. When in the presence of an abundance of Laszulite an audible hum can be heard, though this never registers on any instrument, for a Mite this allows better mental faculties and allows them to work faster for extended periods without feeling fatigued by the process. Those unlucky enough not to be Mites can still notice a difference Laszulite has on their faculties and Prynml holds tours of its great caverns to tourists from Lockwyren and Kignsfall as a way of further bolstering the economy since the war.
Laws: Unregulated acquisition, distribution or sale of Laszulite is prosecutable by law usually requiring a steep fine, or if a repeat offender, exile. Slavery is illegal in Prynml as is necromancy and also the production of automatons is tightly regulated. The creation or production of free thinking and/or self-aware constructs is illegal in Prynml.
Main Races: Mostly Mites (80%), Gnomes (10%), Dwarves (5%) Humans, Elves and Halflings make up the other 5%.
Culture: The mites of Prynml are hard working, laborious and the worst example when it comes to health and safety. Many of their artisans work 28 hour shifts out of passion rather than greed, a popular mite saying is ‘a device of excellent design and sound construction is its own reward when it comes to producing it,’ which sounds shorter in their native tongue. After years of living in their bluestone caverns Mites have become attuned to the influence of Laszulite, a blue crystal seam running through most of Pryml. When in the presence of an abundance of Laszulite an audible hum can be heard, though this never registers on any instrument, for a Mite this allows better mental faculties and allows them to work faster for extended periods without feeling fatigued by the process. Those unlucky enough not to be Mites can still notice a difference Laszulite has on their faculties and Prynml holds tours of its great caverns to tourists from Lockwyren and Kignsfall as a way of further bolstering the economy since the war.
The labours
of Prynml has produced a society of free thinkers, a self autonomous
government that runs off good ideas rather than legislation which, of
course, costs time and money. The people of Prynml seem to always be
in a rush and sometimes absent minded, but mostly good natured, even
those who hold down mundane jobs often express an interest in
tinkering.
Forces: Mechanical automatons police and patrol Prynml’s towns and cities with unyielding efficiency. Though not entirely self-aware they are able to assess, apprehend and, where necessary, defuse situations. Automatons are also used as Prynml’s bulk army, but these are of a different grade to what they use to police and come in different varieties to fill different roles.
Notable NPCs: High Tinkerer Trykklegind Master of the Mites and also long titles, Ambassador Diplomacizer 9000, Grulliprunt Kivbyrken of Interspecies relations, Cirrilean Jamklackett of Prynml Intelligence Authority.
Prized Exports: Any mechanical or arcane device that was constructed in Prynml in the presence of Laszulite. From clocks to constructs, every nation of Celjorcyl looks to Prynml to research, produce and advance technology to an extent that most nations have done away with technological research altogether, usually due to discovering that their discovery was already discovered in Prynml.
Forces: Mechanical automatons police and patrol Prynml’s towns and cities with unyielding efficiency. Though not entirely self-aware they are able to assess, apprehend and, where necessary, defuse situations. Automatons are also used as Prynml’s bulk army, but these are of a different grade to what they use to police and come in different varieties to fill different roles.
Notable NPCs: High Tinkerer Trykklegind Master of the Mites and also long titles, Ambassador Diplomacizer 9000, Grulliprunt Kivbyrken of Interspecies relations, Cirrilean Jamklackett of Prynml Intelligence Authority.
Prized Exports: Any mechanical or arcane device that was constructed in Prynml in the presence of Laszulite. From clocks to constructs, every nation of Celjorcyl looks to Prynml to research, produce and advance technology to an extent that most nations have done away with technological research altogether, usually due to discovering that their discovery was already discovered in Prynml.