Campaign of the Month: February 2016
Rise of the Durnskald
Life in Pergisursia
Pergisursia is located on a portion of the south-western coast of Galavan. Because of this the land was originally quite hot and humid, much of the land originally was a mix of swamp and jungle which have been converted to a dryer grassland. Summers in Pergisursia tend to be muggy and hot. Autumn and spring tend to be fairly warm as well, with torrential downpours being a common occurrence during spring. Winter even trends on the warm side with the temperature dropping below freezing only rarely.
The citizens of Pergisursia lead relatively safe and calm lives, with the vast majority of the population working and residing in the capital in relative harmony. Citizens come from all walks of life and are welcomed with open arms in accordance with the creed of acceptance set forth by House Auvraela’hass when the country was founded. Because of this Pergisursia is host to many varied races including; Orcs, Kobolds, Ghouls, Vampires, Ogres, Trolls, Dwarves, Humans, Lizardfolk, Half-Giants, Yuan Ti, Necropolitans, Hobgoblins, Goliaths, Elves, Halflings, Gnomes, Half-Orcs, Half-Elves, Half-Ogres, Tieflings, Warforged, Goblins, Dragons, Half-Dragons, Drow, Driders, Medusae, intelligent Elementals, and others.
The Capital, known simply as Pergisursia:
The capital city is itself split into two main sections, the portion that resides above ground (which has no special name) and the Necropolis which never sees the light of day. While both sections are further divided into wards officially, this is only really practiced and recognized by the surface dwellers.
The Necropolis houses the majority of the undead residents and those who have sensitivity to light. Because of this and the populace’s lingering fears the Necropolis is avoided by most of the folks who live in the city-proper, leading the Necropolis to become a shelter for those residents who either prefer to be left alone or those who simply wish to avoid detection such as criminals. House Derth and House Blackwater hold sway in the Necropolis.
The city-proper is split into several wards; the Dock Ward, the Merchant Ward, the Guild Ward, and the Central Ward. Each of these wards is dominated by a specific purpose.
The Dock Ward:
The Dock Ward spans the entire western-most portion of the city by following the harbor’s edge. It serves as the primary hub of shipping, transportation, and travel due to containing all of the docks in the harbor, most of the airship docks, and the railway depot. Most of the rest of the Ward is dominated by warehouses and piers. Influence in the Dock Ward is split fairly evenly between two factions, House Scalefang and The Coachmen.
The Merchant Ward:
The Merchant Ward comprises most of the northern portion of the city and is overall the smallest Ward. Located centrally in the Merchant Ward is The Red Forge (home of The Chapter of the Red Forge), surrounded by the Red Bazaar. In several concentric rings surrounding the Bazaar one can find all manner of specialty shops dealing in unique and specific wares and services. Influence in the Merchant Ward is split between House Mandragoran and House Ironfist. The royal palace can be found here atop a small cliff.
The Guild Ward:
Located to the south, the Guild Ward is the second largest of the Wards, housing nearly all of the Guild Halls and facilities as well as The Black Library and the Curatorium. Most of the best examples of old Farrisian architecture can be found here as well, with The Black Library serving as the most stunning example with its high domes and dark stained glass windows. No one holds any true sort of influence here but if someone did it would be either House Blackshade or The Artifact Reclamation Covenant.
The Central Ward:
The Central Ward consists of most of the land spanning between the Dock Ward to the Eastern Gate and is by far the largest Ward, serving as the location for most of the resident’s housing. Running in a nearly straight line from the East Gate to the Dock Ward is Old Market Road which serves as the main thoroughfare for the city. In the center of the Center Ward stands a large raised stone block platform that serves as a massive town square of sorts, frequently decorated for festivals and occupied by all manner of booths. House Dresden, The Intellectual Assembly, and The Apothecus Luminary share influence over the Central Ward.
Crime is fairly low thanks to an overall high education rate and the tireless efforts of the Heart Shrines in providing relief to the poor and the sick. What crime exists is usually promptly addressed by the patrolling members of House Esgard and House Burcia with the The Legion of Pergisursia contributing extra manpower as needed. Organized crime is usually conducted by members of House Derth or The Den of Delights, both of which try to maintain a low profile to avoid interference or being captured. This leads to a somewhat vibrant black market community, most members can be found in the Necropolis if you know where to look and whom to ask for.
Education is and always has been a priority , leading to many successful schools and a high literacy rate amongst the residents of Pergisursia. Children are generally required to attend school until they have reached whatever equates to their “teenage” years or until they can show academic competence. There are several schools for older children, as well as many prestigious colleges covering a vast array of topics. One thing that is worth noting though is that the further away from the capital that a child is born, the less likely they are to attain any sort of higher education, the academic facilities simply aren’t present in the outlying villages.
Officially there is no state religion, although the vast majority of the population worships one of the deities that are part of The Pergisursian Pantheon. Which deity they choose to worship is usually a direct result of the House or Chapter that the citizen was born to although this isn’t always the case. These deities themselves provide some shred of their divinity to every one of their followers through Bans and Boons. Bans are the negative aspects of this shred of divinity and boons are the positive aspects. Followers who belong to one of the Major Houses will find that they have access to their House’s Dominion power which is another essence of divinity that the deity has chosen to bestow. These powers (Bans, Boons, and Dominions) are all divine in nature and will not work if the citizen finds themselves cut off from divine power for any reason.
One of the more unique aspects of life in Pergisursia is the concept of Houses, Chapters, and Guilds. Nearly everyone is a member of one of the Houses, many are members of one or more of the Guilds, and some are even skilled enough to be a member of one of the Chapters. The Houses are large groups of citizens that all follow the same specific set of ideals which the members are born in to, sort of like a large family that consists of many surnames. The Guilds are large groups of citizens that all have something in common, generally their type of employment or skills, and the Chapters are smaller groups of citizens who exemplify (generally) the ideals of their House and have been brought together into a more specialized unit for some purpose. A citizen’s House, Guild, and Chapter make up a very large portion of how society treats the citizen and reflect upon their character and identity. For example, those who have no House are shunned by those that do. Loyalty to one’s House, Guild, and Chapter is of the utmost importance, even criminals remain loyal. Those that don’t wind up turned in to the guards, or worse, found dead in the street.