Parginian Rim

"The people of the Parginian Rim consider their lands to be the cradle of civlization, and they will never let you forget it. Never mind that the Atalan Empire has gone for a thousand years - its heritage is still on everyone's mind here, and they will consider all outsiders to be somewhat uncouth and uncultured, whether that outsider is a savage hobgoblin or a proud, civilized Flannish man.
But perhaps that attitude is understandable. After all, their lands are dotted with ruins from prouder times, so they simply can't escape their heritage..."

- Edmund Durnsten in: The Known Lands: Parginian Rim, Avane Street Publishing (1413)


Population: 27,342,890 (humans 57%, gnomes 23%, halflings 7%, dwarves 6%, hobgoblins 4%, elves 2%)
Government: Varies by city-state, but mercantile oligarchies are the most common
Import:
Exports:

The Parginian Rim used to be the heartland of the old Atalan Empire, the region that Atalus conquered first, and whose culture it influenced the most. And although the Empire is long gone, the people of the Parginian Rim still look back on these bygone days with pride, and consider themselves the most civilized of all people.


Industries

Life and Society

Government and Politics

Groups and Organisations

Religion

Important NPCs

Major Geographical Features

Gossamer Fields: These plains are inhabited by an enormous number of tiny spiders. At certain days in the spring, these spiders spin long, thin threads of spider silk that fly away in the wind and can drift to many distant parts of the Rim. This is considered to be a lucky sign by those cities covered by the gossamer threads.
Tunzano Swamps: These marshlands are famous for their large will'o'wisp population which move through the swamp's boundaries every night. There are several resorts on the mountains surrounding the swamps where visitors can obseve these creatures at leisure. Since they don't leave the swamps, this is quite safe and provides a spectacular view.

Important Towns and Cities

Alassia (Metropolis, 1,642,921): Alassia used to be a moderately wealthy, if otherwise unremarkable city thriving on trade until the city fathers agreed to build a railway through the Grand Road, a vast underground passageway starting near the city and stretching all the way to the Verdant Coast - more than 4000 miles away. The project was and is highly controversial because of its sheer size and cost, and indeed, the city nearly bankrupted itself for it, but by this stage, the project is profitable enough to allow the city to keep up with its loan payments and even have some money left over. It is estimated that it will probably take another two decades to complete - the logicistal problems are enormous - but periodic links to the surface allow for intense trade between the cities along the way even now, and most citizens are optimistic about its future.
However, critics point out that now that the railroad neares Gol Murak, problems are bound to intensify, as the Snake Kingdoms certainly won't permit the existence of an easy supply route to their old enemies in the dwarven kingdoms. The League of Armach also has suggested to build an underground link between their cities and the Grand Road, but many feel that getting close to that expansionist regieme might be unwise. So might be refusing their wishes, however, and the city council hasn't reached a conclusion on this issue. In the end, the project's success remains uncertain, and a major upset could bring it down.
Bargeto (Metropolis, 1,349,772): The citizens of Bargeto mostly live an easy and carefree life, for its wizards have created a race of homunculi with the aid of alchemy and the nexus tower's magic that serves as laborers. This servant race can be made to look in whatever way its creators choose. The magic spells put upon them with the aid of the nexus towers keeps most of them loyal and obedient to the city and its citizens.
Judario (Large City, 392,845): Built into a large, white cliff that dominates the local coastline, Judario is a spectacular sight when seen from the sea. Its many-hued buildings shimmer like a rainbow in the evening light. The city mostly derives its income from fishing, and several long-standing treaties with local communities of merfolk made sure that the fishes remained abundant and the fishers didn't overexploit the resource. Gradually, the city also developed a local university which counts some of the world's most renowned experts on the oceans among its staff, and if someone wants to learn more about sunken lands and underwater civilizations, this is probably the best place to ask. Of late the city has also attracted a fair number of tourists who enjoy the scenic surroundings.
Mergoda (Large City, 237,459): Mergoda is unusual for a predominantly human city because many of its buildings are on gigantic, magically shaped trees - similar to the communities that can be found in the elven kingdoms. And, indeed, many elves and half-elves make their home here, but Mergoda welcomes all friendly beings of any civilized race.
Leconte (Large City, 314,228): After the final defeat of Negroth the Doombringer, public opinion in many cities of the Flannish turned against the ruling nobility, who had proven themselves to be unable to unify and defend their homes against the common threat. Often these nobles had to flee or else face death at the hands of an angry mob. This was the case in the city of Torburg, where the king and his entire family were killed in a single night - save for a young princess named Adrienne, who managed to escape thanks to several loyal servants.
Adrienne fled far and wide in search of a safe haven. Finally, she arrived in the town of Leconte, which at the time was a sleepy hamlet located on the coast of the Western Ocean, and only a large and crumbling castle hinted at past glories. With the aid of her entourage and several potent magic items she managed to bring along with her, she set up shop and created a new domain with hardly any opposition. Concluding that her father had been brought down by a lack of allies, she was determined to make as many new friends as possible - and remade Leconte Castle as a pleasure palace, where she entertained members of the patrician families of the Parginian Rim, exiled nobles from the Flannish Cities, and upper-class people from everywhere, with hordes of servants catering to a guest's every whim. In return, her guests showered her with gifts, shows of friendships, and even marriage proposals, and soon Adrienne was a powerful fixture of Parginian politics.
Today, her descendant Adrienne III rules over one of the most sinful cities in the Known Lands. To the wealthy visitor, there are few pleasures that aren't available. The hordes of servants, on the other hand, have to work long hours for small wages, until their youth and beauty fades and they are tossed out to the slums surrounding the city that survive on the trash of the wealth within. Adrienne III has political influence that extends far beyond the borders of her small domain, and it is rumored that she is currently scheming to retake the throne of Torburg - or that of other cities.
Sirenzo (Metropolis, 1,823,521): This city prides itself on its many universities and colleges, and some of the finest scholars outside of Byblos can be found here. Many young nobles and members of wealthy families from all over the known lands are sent here for completing their education. This serves them well, for this allows them to rub shoulders with many of the people they will later have to deal with when they have ascended to a position of responsibility.
Many students join one of the many student societies that exist in Sirenzo. Many of these societies have long-standing feuds, and the intrigues between them can get rather vicious at times.
Stercia (Large Metropolis, 2,072,985): The city of Stercia has suffered from severe storms throughout history, and these have been worsening in recent decades, causing large-scale devastation in many neighborhoods. To combat this, two decades ago the city council proposed to build a gigantic stone dome that would encompass the entire city and protect it from the elements. Today the dome is half fished, and can be seen from far away across the plains, and the many light stones embedded in it make for a spectacular scenery at night. Nevertheless, most visitors feel uneasy in the dome's shadows and many have the feeling that they are constantly being watched. Few stay for long, and those who do stick to the foreigner's quarter.
These suspicions are entirely warranted, as a large hive of daresh controls the city from behind the scenes. The dome is built to shut out the sunlight - which these creatures abhor - and the city's slums are used to acquire new hosts, while the rulers are mentally dominated or terrified into submission. As soon as the dome is completed, the daresh will have a huge and near-unassailable headquarter for their conquest of the Parginian Rim.
Torrino (Small Metropolis, 732,592): Also known as the "City of Mirrors", this city reputedly has the best glassblowers in the world, and its goods are highly sought after in many lands. Its artists aren't afraid of showing off with their art, either: Many buildings in the city center have been given a glass coating so that they look like gigantic mirrors - thus explaining the city's nickname.
Veletta (Town, 13,314): This town near Sirenzo was founded two decades ago by one Agnomo Elvilla, a rich heir from an old patrician family. In his youth, he was a wastrel and seemingly without a purpose in life, prefering to spend his inheritance on entertainments and travels. But this changed when he returned from one journey and claimed that he received telepathic messages from beings he called the "Ancients". Dismissed by most as a crackpot, he soon started acquiring followers and founded this commune where the members of this cult - which he labeled "Oruniacur" - could live according to his teachings.
The town supports itself through agricultural exports, as well donations from rich members from all across the Parginian Rim. Visitors who aren't cult members are rarely admitted, and even when they are admitted they are always accompanied by at least one "guide". As a result, rumors about what really happens in this commune are rife.
Viderio (Metropolis, 1,623,887): An open magocracy, Viderio has a rather unusual way of chosing its ruler, who is also known as the "Magister". Every five years, the city holds what is commonly known as "The Games" - a contest of spellcasters open to all wizards and sorcerers who chose to apply. The contestants are paired off to fight duels with each other, with the winner (determined by surrender, incapacitation, or death of his opponent) progressing to the next round. The initial rounds are mostly used to weed out the less skilled spellcasters, and while injuries are common, deaths remain rare, as it is considered unsporting to kill off an opponent who is vastly weaker than you are - and besides, none of the serious contestants are keen on showing off their latest tricks too early, lest their rivals learn of them and prepare countermeasures. In later rounds, the duels usually involve spectacular fireworks and fatalities are common. Nonetheless, the contest remains popular, as even progressing to one of the later rounds gives a competing mage serious bragging rights in some quarters - and plenty of experienced priests gather around the Games to cast raise dead at inflated prices (casting spells that prevent ressurection of one's opponent is grounds for disqualification)...
The winner of the final round then has to fight the current Magister (if that Magister hasn't abdicated at the end of the Games - and many do) - and if he wins, he becomes the new Magister. The old one (raised if neccessary) then retires to the Council of Mages, an "advisory" council that in reality controls most of the city and uses the Magister as a figurehead.

Important Sites

Regional History

Adventuring in the Parginian Rim

Adventure Seeds



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