FitzTheRuke
Legend
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Red Wizard's Gambit: Introduction.
Location: Immilmar, Rashemen, 1501 DR.
Alone or in groups, several Adventurers recently arrived in the capital city of Rashemen: Immilmar, the seat of power for the nation's Iron Lord. Beyond its political importance as the heart of Rashemen, it was perhaps most famous for its great crafters, whose goods were renowned across the Unapproachable East and the Cold Lands. On a hill overlooking Immilmar was the Lord's citadel, built with the help of the mighty Wychlaran. Around the keep was the heart of Immilmar, comprised of stone buildings that were only found in the country's largest cities.
While the city's sprawl bustled with the stone and iron industry for which the city was famous, it was a charming part of the city that was highlighted by footpaths that wound around hills emerging with saplings. The homes that were built on and around these hills were constructed like those found throughout the rest of Rashemen: wood-and-stone lodges that featured steep-sloped roofs.
The waterfront on the western side of the city overlooked the great Lake Ashane, a cold and misty expanse that was always active with fishers and other boat-faring folk.
While Immilmar and the entire nation of Rashemen were ruled by the Iron Lord, known by Rashemaar as the Huhrong, the true power was held by the Wychlaran. It was by their permission that the great warrior-rulers were able to wield their power.
Merchants and traders from Thesk and the Cold Lands regularly traveled throughout Immilmar, selling wares and goods from their respective homelands. Foreigner traders would usually stay at Blackstone House, the finest inn. While traders and fisherman from nearby Rashemi villages who had come to the city to earn their keep would frequent the Guardian Witch, a cozy local inn.
Trade was overseen by the Carvers' Hall, the guildhouse of the city's skilled artisans. The bustling covered City Market was where anyone could buy local goods or products imported from outlanders. Worship could be found at the House of Bhalla, a longhouse and walled garden dedicated to Bhalla, the Rashemi name for the Earthmother, Chauntea.
Each Adventurer gathered their bearings, their wits, and their allies, with an unknown but exciting future ahead.
RG Character Thread
OOC Discussion Thread
Red Wizard's Gambit: Introduction.
Location: Immilmar, Rashemen, 1501 DR.
Alone or in groups, several Adventurers recently arrived in the capital city of Rashemen: Immilmar, the seat of power for the nation's Iron Lord. Beyond its political importance as the heart of Rashemen, it was perhaps most famous for its great crafters, whose goods were renowned across the Unapproachable East and the Cold Lands. On a hill overlooking Immilmar was the Lord's citadel, built with the help of the mighty Wychlaran. Around the keep was the heart of Immilmar, comprised of stone buildings that were only found in the country's largest cities.
While the city's sprawl bustled with the stone and iron industry for which the city was famous, it was a charming part of the city that was highlighted by footpaths that wound around hills emerging with saplings. The homes that were built on and around these hills were constructed like those found throughout the rest of Rashemen: wood-and-stone lodges that featured steep-sloped roofs.
The waterfront on the western side of the city overlooked the great Lake Ashane, a cold and misty expanse that was always active with fishers and other boat-faring folk.
While Immilmar and the entire nation of Rashemen were ruled by the Iron Lord, known by Rashemaar as the Huhrong, the true power was held by the Wychlaran. It was by their permission that the great warrior-rulers were able to wield their power.
Merchants and traders from Thesk and the Cold Lands regularly traveled throughout Immilmar, selling wares and goods from their respective homelands. Foreigner traders would usually stay at Blackstone House, the finest inn. While traders and fisherman from nearby Rashemi villages who had come to the city to earn their keep would frequent the Guardian Witch, a cozy local inn.
Trade was overseen by the Carvers' Hall, the guildhouse of the city's skilled artisans. The bustling covered City Market was where anyone could buy local goods or products imported from outlanders. Worship could be found at the House of Bhalla, a longhouse and walled garden dedicated to Bhalla, the Rashemi name for the Earthmother, Chauntea.
Each Adventurer gathered their bearings, their wits, and their allies, with an unknown but exciting future ahead.
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