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The Empire of Arch is a strange, mystical, and often dangerous realm that appeared during the fall of the elven kingdom of Silsour and the northern expansion of Silidor, several hundred years ago. Not much is known about the men and women who rule here but those who have visited with the emperor and the empress have come away changed from the experience. The empire itself is not overly large, encompassing a large portion of the coastal territory along the eastern shore of the Green Sea, east of Silidor and south of the Free Cities. Despite the close proximity to other kingdoms the people from the empire seem a bit off and unusual in some manner that is rather unexplainable. While many trade freely and travel to and from the empire most leave the realm longing for home with few explanations as to why they have a queer feeling about the locals. The empire also is home to some of the largest contingents of fairies and pixies in the Dragons Maw Region, they dominate the woodlands and many scholars speculate they are the cause for the strange mix of emotions many visitors feel. When questioned about the phenomenon the locals usually give a puzzled look and shrug the matter off, not understanding why anyone would feel that way.
Whatever the reason for the unusualness of the people one fact cannot be denied, outside the civilized areas the empire is extremely dangerous. Strange fey creatures inhabit the forests and hills and bands of humanoids and raiders plague the roads. Trolls and bugbears are the most problematic but they cause the least amount of fear. To the locals it is the dark unknown things that live deep in the woods that are the most frightening. Unidentified creatures that steal away children in the night and torment the isolated places are the most worrisome. Whispers of large groups of were-creatures are also prevalent in the region and many villages and towns tell legends and tales of lycanthropes. Many stories are told around campfires about the dark and creepy creatures and spirits that inhabit the woods and while few real incidents are reported it isn’t that too uncommon to hear a tale or two about someone who ventured out late in the evening, never to return.
The empire is largely self sufficient with ample farmland, lumber, and ore. In addition the sea provides fish and the people are happy to consider themselves self-reliant and resourceful. Several large bands of gnomes live in the region and outside of Gorrish you would be hard pressed to find a larger population of the small creatures. The gnomes tend to be secretive and reclusive, living deep in the woods. Most people in the empire harbor great hatred towards the gnomes believing them to be the leaders of the evil denizens of the forests, despite the number of them that live and operate freely within their society.
Locations Within the Empire of Arch
Crabport
Crabport is one of the many fishing villages in the northern portion of the Empire of Arch. Despite its small size the town does brisk business shipping fish as far south as the capital of Mandar and as far inland as Trollglen. Crabport is a bustling village with people coming and going at all hours of the day. There is a large transient population that passes through the village which include large groups of merchants who trade in the region and return to the town on a regular basis.
As befitting their name most of the people of Crabport make a living fishing, heading out into the Green Sea to catch crab and fish. Skiffs, catamarans, and small fishing boats occupy the cluttered harbor and they come on a go on a regular basis making the docks the busiest area of the town. On occasion a large sailing vessel will be anchored a mile or two off shore. These ships are usually owned by one of the more prominent merchants who operate in the Empire.
From the docks the buildings rise up the rocky slopes giving the one and two story wood buildings an artificial height. The streets are natural dirt and rock and are extremely narrow, twisted, and cluttered with boxes, crates, sails, trade goods and gear. Lack of available warehouse space often means that merchants are forced to leave their wares on the streets, usually under the protection of several guards. Carts and beasts of burden are relegated to the outer portions of the town in order to keep the streets as clear as possible. Many of the men in town earn money on the side as porters, hauling goods from the docks to waiting wagons and carts on the outskirts of town.
Crabport is governed by a group of merchants and sailors who elect one of their own to serve as council head and oversee the daily operations of the town. Most political concerns revolve around the business of fishing or shipping and only on rare occasions are they forced to deal with other matters. The emperor has often praised the small village as a model for other fishing villages to live by and the locals take great pride in that, often handling important matters that probably should be passed on in order to maintain their status.
Coven
Long forgotten the residents of Coven go about their daily lives ignorant of the happenings in the world at large. The people here are tightly knit and wary of outsiders. While technically a part of the Empire of Arch the people have little regard for authority or government. A town elder rules in the sense that he is on hand to settle disputes and run the legal offices in regards to titles of land ownership, but that is about all the government a person will find in Coven. While one would think a town like this would die off the people seem to do an admirable job in keeping their youth sheltered and close to home. Oddly enough the young men and women of Coven possess little desire to see the world. That being said a lucky few do manage to flee the village for greener pastures, most of them vow never to return.
The village resides in the Pixiewood and is surrounded on all sides by the dark and twisted pines and oaks that make up the majority of the forest. Fifteen buildings comprise the village with the majority of them being residences. The residents trade and barter for the majority of their needs and there are few, if any, shops or businesses in the town. Visitors in town can find animal pets, fresh meat, baked goods, tools and equipment, and even metalwork if they know the right person to talk too. The Cauldron, an inn and tavern, is the only place to buy food or stay the night. Half of the village residents live outside of town operating small farms that have been hacked out from the forest. These people come and go on occasion but are considered “residents” to the locals.
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