The League of Armach

"The streets, so bustling during the night, were eerily silent during the night. There was no curfew I was aware of, but only a few people were moving around, and they kept to well-lit areas and moved fast, purposefully, and if possible in small groups. There was a palpable atmosphere of fear that, while noticeable in small ways during the day, came now to the forefront...
[...] When the four darkly-clad men dragged someone shouting for help and with a sack over his head into the black coach, I found that I was the only one staring at the spectacle. Everone else didn't notice it - no, they made a
point of not noticing it. When one of the darkly-clad men looked into my direction, I snapped out of this state and hastily departed from this place..."
- Martin Wolfenbach, Land of Fear, Neuer Weltverlag (1922)



Capital: Armach
Population: 25,728,670 (humans 70%, hobgoblins 10%, dwarves 9%, halflings 7%, gnomes 2%, elves 1%)
Government: Council of member cities
Imports:
Exports:

The League of Armach is an militarily aggressive and expansionist alliance of city-states. Neighboring cities are given to understand that they can either join the League out of their own free will, and become full-fledged members on the Council of Equals, the ruling body of the League - or be subjugated and become protectorates without any say on their own futures. Unsurprisingly, many cities have chosen to join and enjoy all the benefits that membership can bring, instead of waiting to be crushed by the League armies.

Industries

Life and Society

Government and Politics

Groups and Organisations

The Blue Legion: This organization was founded to spy on non-League cities and countries, and if necessary sabotage them and remove all opposition to the agenda of the League Council. They are a relatively new organisation, and draw their recruits from all member cities more or less equally. So far, their operations have been fairly successful - their behind-the-scenes manipulation ensured that many city-states joined the league without putting up any fight, and on those occasions there was a fight, their timely sabotage made sure that League losses were relatively light.
At the moment, most of their efforts are concentrated on the Alliance of the Pantheon, and they hope to fracture that defense pact before the inevitable war with the League starts. But they are also gathering blackmail material on high-ranking Thenaran officials to keep that nation neutral in the coming conflict, and their hobgoblin operatives are busy stirring up problems between Thenares and the Hobgoblin Dominions. Ideally, those two countries would weaken each other with a war while the League was busy devouring the Alliance, and afterwards the League could start expanding to the north and north-east as well...
One badly-kept secret is that they also operate as a secret police in parts of the League. While in theory their mandate prohibits them from doing so, in practice many cities even prefer them to the Torchbearers, since they do not have an as sinister reputation and their members are more representative of the League as a whole. The two organizations share a deep hatred for each other, and frequently clash in secret.
The League Army: Generally hailed as the heroes of the League, morale is high among the armed forces of the League. They have what are generally considered the best trained and equipped troops in the Known Lands, although some foreign observers claim that their string of victories can be explained through superior numbers and skillful sabotage by the Blue Legion. The League Army has no problem finding new recruits, as pay is high and veterans have no problems finding good civilian jobs when they muster out.
Promotion among the lower ranks is mostly based on individual competence, but in the officer corps, a heavy dose of political skill (not to mention bootlicking and bribery) is needed to advance far.
The Torchbearers: The name of the "official" secret police of the League of Armach derives from that they are supposed to shine their light into every shadow to ferret out dissent. This is highly ironic, as it is hard to imagine an organization that keeps more to the shadows than the Torchbearers. Most citizens fear to even speak their name, and with good reason - their informers might be everywhere. Deeply corrupt and throughly evil, the do not hesitate to use kidnapping and torture to achieve their goals, which often revolve more around personal enrichment than the defense of the League. They do not shy away from framing innocent people when it suits them. To their mind, it doesn't really matter if someone is guilty of something or not, for when they are through with him, he will sign any confession they put before him.
The Torchbearers originally were the secret police of the city-state of Armach, and they draw their membership still mostly from Armach and Aruges. While there are now some recruits from other cities after the League Council insisted, these rarely achieve high rank since the senior members prefer to promote their own kind.
No one can rise high in the League without having at least a few friends among the Torchbearers. On the other hand, their power and accumulated blackmail material makes them a threat to the League Council and the High Councilor, and thus bloody purges of the higher ranks happen on a regular basis. A keen political instinct is thus a vital survival trait among its high-ranking members, and even that might not be enough to save their necks.
Just as the Blue Legion operates within League territory without official sanction, so do the Torchbearers operate outside of it despite their mandate to watch for internal dissent only. In non-League cities, they operate more like an organized crime syndicate than like secret police or even spy rings - but as long as their superiors get a cut, this doesn't matter.
The Wizards' Guilds: Recognizing the power and importance of arcane magic to both modern society and any military endeavor, the founders of the League made sure that the wizards of the League were integrated into its power structure. However, they also were well aware that a unified group of wizards would be so powerful that they could easily dominate the League, and made sure that this would not happen. For this reason, they didn't create one single League-wide wizard's guild, but several - one for each school of arcane magic. Every practicing caster of arcane magic who isn't member of another officially recognized organization (such as the military or secret police forces) must join one of these guilds to be able to legally cast spells within the League (though certain cities have negotiated specialized exemptions for their territory when they joined the League). This isn't just a requirement for wizard specialists, but also for generalist wizards as well as sorcerors and bards, who must pick one school they feel is most representative of their talents.
These guilds are represented on the League Council, but as intended, they spend more time improving their own power and position ahead of their rival schools than increasing the power of wizards as a whole, or indeed unifying against everyone else.

Religion

Important NPCs

High Councillor Theaniros Antires (NE male human ari10/exp5) is riding a tiger, and he knows it. High Councillor only stay in office as long as they are successful, and "success" means acquiring new territories for the League. But thanks to the massive amount of information he receives in his office, he also knows that the League is expanding too fast, too soon. Already cracks are showing for those who know how to look for them, and he fears that if the League absorbs much more territory in the near future, it will collapse under the strain and gradually slip into civil war.
Yet the whole League calls for a war against the Alliance of the Pantheon, and he feels he has no choice but to comply. If the League loses, he will be blamed for the failure and probably lose his head over it (likely literally), and if it wins, it will spend decades fighting civil unrest in the occupied territories that will sap the morale of both the League army and the civilian population, probably leading to a series of coup attempts by factions of the military or the secret police.
Personally, Antires hopes for some sort of big crisis that requires the League to turn its attention inwards, and yet allows him to look like a hero. Such a crisis might enable him to gradually reform the League into a more stable entity that will stand the test of time and expand more slowly and safely in the future, and if no such crisis materializes, he wouldn't be above manufacturing one. In the meantime, he keeps careful track of his enemies in the League and purges them once he deems it safe to do so. He was already assassinated once since he took office (this, along with the subsequent ressurection, was of course hushed up), and he has no intention of going through that again.

Major Geographical Features

Eustilia Plains:: Once vast herds of centaurs roamed these grasslands on the western end of the region. But as the League of Armach expanded westwards, the centaurs resisted this incursion into their territory - and were slaughtered. The few survivors fled further westwards. Now armed camps have sprung up on the Plains whose soldiers stage mock exercises close to the borders to the Alliance of the Pantheon and prepare for the common battle.
Helyswood: The largest forest in the League, the Helyswood has now become the refuge for a large number of half-elven rebels trying to fight the occupiers of Helystis. In response, the League has now begun to cut broad strategic paths into the forest, using the timbers for their constructions elswhere in the League.
Ozlia Marshes: These swamps have long been the home of small tribes of goblins. Inexperienced military units are often sent to fight them so that they can learn how to act as a team, work systematically, and watch their environment - while an individual goblin warrior is not much of a threat, their knowledge of the terrain and ambush tactics make them foes that should not be underestimated.

Important Towns and Cities

Armach (Large Metropolis, 3,129, 372): The political center of this region, Armach has become rich and powerful thanks to the rapid growth of the League. Armach used to be a large but poor city-state with a republican form of government. About eighty years ago, the city's economic situation became so dire that few objected when a new First Citizen was appointed with a vast range of emergency powers. Today, the First Citizen is the undisputed dictator of Armach (and the First Councilor of the Council of Equals as well), but thanks to the success of the League, he remains popular and there is no serious opposition to his rule.
Armach has used the loot from conquered cities to fund a vast rejuvenation program, which makes the city one of the most beautiful and well ordered in the known lands. Diplomats from allied cities and far-away regions rub shoulders and spy on each other here, and the plots hatched or prevented in Armach have repercussions around the world.
Aruges (Large Metropolis, 2,134,520): Aruges is probably the most regulated city in the Known Lands. All buildings, streets, and public places are built according to strict regulations, and all buildings of the same type - residental, offices, churches, and so on - must adhere to the same layout. While the Flannish city of Praxus has made similiar efforts, the main difference between Praxus and Aruges is that Aruges dosn't have any use for grand architectural designs - only utility. As a result, Aruges is probably also the most spectacularily ugly city in the Known Lands.
The citizens of Aruges are for the most part to dispirited and exhausted to fight the oppression from the all-powerful ruling buerocracy, and as a result just follow their rulers' orders. Behind the scenes, eleven secret societies pull the strings of the buerocracy and keep the city running. They willingly agreed to joining the League in the hope of remaking conquered cities in the image of Aruges - and indeed, a very high number of agents from Aruges are involved with reconstruction efforts in these locales.
Bemyne (Small Metropolis, 721,332): A renowned center of learning, Bemyne joined the League two years ago after both strong external pressure and internal sympathies from large parts of the population. While the volunary entrance into the league meant that the city remains mostly in charge of its own internal affairs, there is a growing witch hunt against anyone who has spoken out against the league. At the forefront of this movement are several student societies, who have denounced many faculty members of the various colleges, and who had to step down from their offices or even flee the city for fear of their lives. As a result, the quality of the education offered in the city has suffered dramatically in recent months.
Chanes (Small Metropolis, 637,543): Chanes is famed for its musicians, singers, and componists. Its people started with the systematic exploration of all facets of music centuries ago, and now excel in it. Many of the most potent bardic songs of modern times can ultimately be traced back to this city, and many bards come back here regularily to learn more. Their master bards are said to be able make the most depressive people happy again with their music, or drive sane men mad with a few notes. As of late, "musical spas" have become a fad among the rich and powerful of many regions, and they spend a few weeks here and allow musical therapies to alleviate their many ailments.
Now a firm member of the League of Armach, the city has turned its knowledge of the musical arts to propaganda purposes. New songs are being composed that instill patriotism in the soldiers of the League - and some of them have even become popular among the League's enemies, despite all efforts to suppress them. It has been said that the musical masterminds of Chanes were as much responsible for the rapid expansion of the League as its armies.
Dirbos (Small Metropolis, 931,231): The city only agreed to joining the League of Armach when the League military was practically on its doorsteps, and thus was only able to negotiate very unfavorable terms for itself. While Dirbos is represented on the League Council, it has to pay much higher taxes than other cities, a fact that causes considerable resentment. Another unpopular concession was that the League military confiscated considerable land near the city, which it now uses as a base close to the border of the Alliance of the Pantheon and to the hard to patrol Great Southern Chaos.
Many citizens have moved out of the city entirely - the wealthier citizens to their manors in the middle of their plantations, and the poorer ones to the many small farming communities close to the Great Southern Chaos. How much money they make from farming and how much from smuggling is anyone's guess.
Helystis (Small Metropolis, 832,745): When the humans of the Verdant Coast threw off their elvish oppressors, many of the elves fled to other elven realms around the world. Their half-elven offsrping, who were frequently targeted as well by the humans, were not permitted to follow them. However, the ruler of Helystis at the time happened to be a half-elf as well, and promised a safe refuge to any half-elves who could make it to his city. Many half-elves, including many from regions other than the Verdant Coast, heeded his call, and the city swelled enormously until half-elves became the majority of the population. The influx of so many people with useful skills from many different backgrounds caused the city to prosper, and it was soon regarded as a "half-elven homeland" across the Known Lands.
Unfortunately, the inhabitants overestimated their magical and martial prowess, and after refusing the demands of the League of Armach, the city was attacked and conquered ten years ago. Many of the more rebellious citizens have been put into brutal work camps. Others have slipped out into the nearby Helyswood, from where they wage a campaign of guerilla warfare against the occupiers.
Kalab (Metropolis, 1,253,769): Kalab lies close to the border to the Hobgoblin Dominions, and has a large minority of hobgoblins who live here. The High War Council has frequently commented that the hobgoblins who live there should be "brought back into the Dominion". League diplomats skillfully played on the fears of invasion that loomed large in the minds of the Kalab city council to bring that city into the League five years ago.
This might backfire on the League, however, since now the city council feels it has nothing to fear from the Dominion, and started to persecute the hobgoblin residents. The property of many hobgoblins was confiscated, and they were driven into crowded ghettos. "Random street violence" against them became common. Now the hobgoblins are beginning to show organized resistance (possibly with covert Dominionite aid) to the oppression, which in turn has caused the city council to crack down on them even further (and once councilwoman was quoted as saying "Let's just get this over with and kill the lot of them!").
Meanwhile, the Dominion High War Council have stated that they won't permit this repression of fellow hobgoblins to degenerate even further, and have threatened to send in soldiers to protect them. Since the League Council of Equals is treaty bound to protect Kalab, but doesn't want an all-out war with the roughly equally strong Dominions at this point (not while there are still smaller realms and city-states to be conquered), League diplomats are working overtime to come to some kind of peaceful solution to this dilemma.
Karsamos (Small Metropolis, 732,492): The League easily conquered this city by instigating strife between various ethnic and religious groups that had peacefully co-existed in this city for centuries and then moving in when everyone was too exhausted from the infighting.
Keeping the peace, however, has proven much more difficult as the passions that have been invoked have only intensified. Attacks on members of different groups are a daily occurence, and each group has now withdrawn into its own, isolated neighborhood. Ironically, the League military is now the only thing that keeps the city from erupting into a full-fledged civil war.
Mercytos (Small Metropolis, 834,795): The inhabitants of this city have preserved some of the crystal growing skills of old Basram. Mercytos is famous for its crystal garden, where trees grow that look like living gems. Some mystics use the way these trees change color in the light of sun, moon, and stars for divination.
Now conquered and under military occupation by League forces, the artisans of the city labor under crushing taxes. After several peaceful demonstrations were brutally put down, the citizens now keep quiet in fear of provoking yet more reprisals. Never known for their martial prowess, the people of Mercytos have been slow in organizing any sort of resistance to their occupiers.
Nevak (Small Metropolis, 643,625): Nevak used to be a wealthy and prosperous city until one Midsummer's Eve 43 years ago. Since then, the city and all who live in it have been under a curse of ill fortune, bringing down accidents and other calamities down on their heads.
This state of affairs has continued until today. Nevak was ready to join the League peacefully, but their diplomats managed to accidentally insult the League general negotiating with them. He ordered an attack on the city, which suffered heavy damage as a result. Now the curse seems to have spread to the occupation forces as well - accidents befall them constantly, morale is low, and desertions are common.
Oscimote (Large Metropolis, 2,533,186): The first city to join with Armach to found the League, Oscimote has used its central position to profit tremendously from its expansion. It serves as the central rail hub of the League, which the large merchant houses of the city have used effectively to control much of the League economy. A large part of the league military also has its home base here, as the soldiers can be speedily transported to any part of the League where they are needed.
Prosious (Small Metropolis, 522,781): Prosius is one of those cities that didn't join the League out of its own will, and thus was made an object lesson by the League Army. Much of its infrastructure was destroyed, and its young males carried off to work camps for projects elsewhere in the League. Many of the survivors fled, and those who remain try to eke out a living amidst the ruins. While the League Council has ordered reconstruction efforts, the occupation forces are widely resented, and the city remains a hotbed of civil unrest.
Sceas (City, 132,274): Sceas is a small city so remote from other civilized regions that its only claim to fame was that it served as a gateway of sorts for people who wanted to enter the region dominated by the Eternal Storm. It is surrounded by some farmlands that barely suffice to feed themselves and the city, but otherwise it was economically poor and only the high birth rate of its population helped compensate that a steady stream of young people left the city to seek their fortune elsewhere.
This state of affairs changed somewhat when the city was conquered by the League twenty years ago, though "conquered" sounds grander than what actually happened - a small army detachment was sent up north to secure the area to allow the League easy access to the rare elements found near the Eternal Storm, the citizens of Sceas had a good look at the approaching soldiers, and promptly opened the city gates.
Because of that lack of resistance, Sceas doesn't suffer as much under the occupation as other cities, but it wasn't regarded as large and important enough to be granted a seat on the League Council. This causes some resentment in many of the older inhabitants, but the younger people are only too glad about the newly established rail line that allows them to get away from the city even faster, and many of them have become among the most loyal soldiers for the League.
Thenemon (Small Metropolis, 534,221): The capital of a small kingdom with the same name, the city (and the surrounding countryside) joined the League of Armach peacefully two decades ago when its ruler, the canny Geonodes IX, realized that if it didn't join the League now, the kingdom would be forced to join later on anyway. Geonodes negotiated very favorable conditions for his kindom's membership, with large-scale autonomy for his rule and only light taxes, and he has spent the time since then to skillfully making him indispensible to many League projects and increasing the prosperity of his realm while keeping most outside influences at bay.

Important Sites

Fort Nilatus: The northernmost outpost of the League, Fort Nilatus serves as a buffer against any aggression from the Sunset Province... or as a source of aggression if the League should ever decide to use the period of instability the Tsan Empire is currently going through. Well defended, the fort neverless is sometimes troubled by stray storm effects from the Eternal Storm, and at times like these, the soldiers seek shelter behind its sturdy walls. The rest of the time, the soldiers patrol the surrounding areas and try to catch the bandits plaguing these hills.
The Hole: Last year, the League of Armach tested a terrible new magical weapon at this site. By all accounts, a sphere of about miles in diameter centered on the surface of the earth simply vanished into some other dimension. This lead to large-scale geological instability in this region of the Eustillia Plains as the surrounding surface collapsed into itself and hot magma welled up from the depths to close the hole. The League military tries to restrict access to this site, but even they cannot patrol every entry to this wasteland, and they also tend to be occupied with fighting off the large number of thoqqua now prowling this region.

Regional History

Adventuring in the League of Armach

The League of Armach is the most obvious Bad Guy in Urbis, and trying to foil the schemes of its politicians and soldiers can provide enough material for a campaign. For good-aligned, foreign PCs, adventures in the Leage itself should be a nerve-wracking experience, as they have to continually watch out for informants of the Torchbearers and the Blue Legion. Even if they escape, they should have opportunity to learn what the Torchbearers do to enemies and innocents alike, and while they might try to fight them openly and even succeed and get away again successfully, any reckless behaviour on their part puts every friendly League citizen who ever associated with them at risk. In the end, the PCs should feel tainted merely by coming into contact with this organization.
Alternatively, the PCs could play League citizens who work for one of its organizations. They might either be evil and out to grab as much power and wealth for themselves as they can, or they might be idealists who try to change the system from within. Either way, they will have plenty of adventures where they can explore the moral problems of working for such organisations, where betrayals are common, and trustworthy allies (presumably, but not necessarily, including the other PCs) are few.

Adventure Seeds



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