The Principality of Sudenburg: Difference between revisions
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A council of the Merchant Lords (now known as Merchant Princes) take over the rule of Sudenburg. | A council of the Merchant Lords (now known as Merchant Princes) take over the rule of Sudenburg. | ||
== Modern History == | |||
In recent years Sudenburg has become the focus of much more conflict. [Expand] | |||
=== Council relations Break Down === | === Council relations Break Down === | ||
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[Insert Generalised Lore of this period] | [Insert Generalised Lore of this period] | ||
== Sudenburg == | == Settlements of the Principality of Sudenburg == | ||
Settlements are dotted across the lands around the town of Sudenburg. These settlements have pledged loyalty to Sudenburg for its protection and trade, forming the Principality of Sudenburg. | |||
=== Sudenburg === | |||
Sudenburg is a hub of activity. All kinds of folks now call Sudenburg home. Since the arrival of the desert rose and the virtuous, Sudenburg has seen an influx of migrants from the Empire, Araby and further afield. With growth, guilds have arrived and set up in the secured walled space of the towns centre. Eric and Sebastian are no longer the only Merchant Princes of Sudenburg. Rafaela and Dahliya have also entered the scene, and the four are now positioned as a council of four. Since the mysterious death of the last sole Merchant Prince, Sudenburg has gone through a bloody period, of assassinations, murder, and public executions. With the formation of the council of four, it is the first time in almost 20 years that Sudenburg has known a kind of peace. | Sudenburg is a hub of activity. All kinds of folks now call Sudenburg home. Since the arrival of the desert rose and the virtuous, Sudenburg has seen an influx of migrants from the Empire, Araby and further afield. With growth, guilds have arrived and set up in the secured walled space of the towns centre. Eric and Sebastian are no longer the only Merchant Princes of Sudenburg. Rafaela and Dahliya have also entered the scene, and the four are now positioned as a council of four. Since the mysterious death of the last sole Merchant Prince, Sudenburg has gone through a bloody period, of assassinations, murder, and public executions. With the formation of the council of four, it is the first time in almost 20 years that Sudenburg has known a kind of peace. | ||
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A trollball field separates the central square and low town, where only the brave venture to after dark. A wealthy ‘Brimstone’ sulphur mine is located to the north with this mine serving as an avenue of wealth for who ever collects and sells those wares. As the market day approaches, the day which is known as Ascension Day, festivus or just festival day, the Merchant Princes have called all the | A trollball field separates the central square and low town, where only the brave venture to after dark. A wealthy ‘Brimstone’ sulphur mine is located to the north with this mine serving as an avenue of wealth for who ever collects and sells those wares. As the market day approaches, the day which is known as Ascension Day, festivus or just festival day, the Merchant Princes have called all the | ||
burgomeister’s, mayor’s or their representatives and their entourages to attend. | burgomeister’s, mayor’s or their representatives and their entourages to attend. | ||
=== [[Kriegstor]] === | === [[Kriegstor]] === | ||
War's Gate. This is another name for Kriegstor. The village faces no greater challenge than being the last on the road before the wilderness couldn’t be any wilder. From outside its walls come threats of all sorts and from all directions. A somewhat steady population of roughly 160 people is tucked away between the Blood river and the Worlds Edge Mountains to the east. The type of people that calls this village home are hardy folk from all sorts of creeds that have ended up in the furthest place they could run to. | War's Gate. This is another name for Kriegstor. The village faces no greater challenge than being the last on the road before the wilderness couldn’t be any wilder. From outside its walls come threats of all sorts and from all directions. A somewhat steady population of roughly 160 people is tucked away between the Blood river and the Worlds Edge Mountains to the east. The type of people that calls this village home are hardy folk from all sorts of creeds that have ended up in the furthest place they could run to. | ||
Revision as of 10:59, 18 December 2024
The Setting
The Border Princes is a vast region located in the Old World between the Black mountains and Black fire pass to the North and the shores of the Black Gulf to the south. This region of vast wilderness is home to a large number of petty Human kingdoms that were established by minor nobles and adventurers who sought to create their own empires. In most cases, these have included political or religious refugees from the surrounding larger kingdoms.
As such, the rule of law normally does not extend far from the walled cities and towns located in these frontier lands. Bandits, cut-throats, mercenaries, pirates and other lawless fugitives make this area their home.
These rugged and uncivilised lands were home to savage tribes of Greenskins. During the reign of Emperor Sigismund, the Conqueror, colonists from the Empire travelled south to settle the Border Princes. These settlements were mostly later wiped out by the tribes of Greenskins.
Centuries later, during the time of the Arabyan crusades, Bretonnia sent a massive army of Knights Errants to assist King Louis in 1452. On reaching the Borderlands, this army had to fight countless battles. The journey took over 12 months to reach Barak Varr, the stronghold of the Dwarves. Upon reaching Barak Varr, word was received that the crusades were over, and the forces of Sultan Jaffar had been defeated in a decisive victory at Al Haikk.
Baron Tybalt, the leader of this army decided to continue fighting and conquering land to bring honour and riches to their lieges and for themselves. The Greenskins were driven to the Blood River and slaughtered all along the way. The new Borderland lords set about building castles and forts throughout the newly conquered land.
The rulers of this region are collectively known as the Border Princes. They each rule a small realm, with Sudenburg being the only one currently ruled by a council of four Merchant Princes. The Borderlands is a land in constant threat, as a result there are not many settlements, and the larger settlements would count as small towns in the larger kingdoms of the Old World. Even then, each principality has villages and hamlets allied and under the rule of the local lord. These are very different to those found in the other kingdoms, they are heavily fortified in order to survive the constant threat of attack.
Many of these communities have many features which are found elsewhere. Homes of varying quality, a temple or shrine to a local favoured god, a marketplace, an inn, probably a mill and so on. The Borderlands are full of perils. War, plague, famine – many of these kill the inhabitants long before their time. Not only do the monsters hunt the citizens of these lands, but the Border Princes are in constant competition and fighting against each other.
The History of Sudenburg
Sudenburg was founded in the year 1470 by Sir Pierre Dominique Durand of Lyonesse. When Sudenburg was founded it was known by the Bretonnian name, Terre du Sud.
It is located just north of the Old Silk road and wedged between The Blood River to the south which feeds into the Black Gulf, and to the west the Skull River. The Worlds Edge Mountains lie to the east, and acts as a natural border to what lies beyond. Sir Pierre Dominique Durand was impressed with the abundant wildlife in the region, its natural resources, the easily defensible location and nearby lodes of sulphur and salt.
Terre du Sud prospered and grew. With growth it drew the attention of those with evil intent. In the year 1503, a horde of Orcs from the Iron Rock clan attacked Terre du Sud in a mini Waagh! The once mighty crusaders fought bravely. For every human killed, ten orcs fell and countless goblins. Sir Pierre Durand, now an old man led charge after charge.
In a crucial moment of the battle, in what has now become known as Dom’s Folly Sir Pierre Durand charged the Orc warboss Gloom Brakka. It was a battle of heroes. His faithful stallion beheaded, he rolled cleared and engaged the Orc. The battle raged for what seemed an eternity when in reality it was but moments. In one quick and true strike his mighty blade Justifier sheared cleanly through the Orcs axe and passed through the Orc. All eyes were on Gloom Brakka, as he stood still, and his body fell cleanly cut through bone and armour.
The humans cheered and as Sir Pierre raised his blade in salute, a nine-foot troll reared itself and with a mighty cry swung its tree branch flattening the brave knight. All hope was lost.
Sir Pierre’s squire was barely able to escape with the knight’s wife and child. Terre du Sud fell and almost all of its inhabitants were enslaved or eaten by the angry and ravenous Greenskins.
In the 1710, some 200 years of the fall of Terre du Sud. a brave party of colonists from the Empire and Border Princes led by Gustav Karl von Lichtenstein founded Sudenburg on the old ruins of Terre du Sud. Sudenburg is still surrounded by wilderness, hostile human and non-human tribes, the ruins of ancient civilisations, and rumours of untold treasure. Nothing much has changed since 1470.
In the year 1896 a group of prospectors exploring the hills west of Sudenburg identified a trio of hills as being very rich in iron ore. As a number of mines are cut it becomes clear that the distance to Sudenburg is too great, and so a local population centre is needed. In 1906 the town of Eisendreieck is founded, named for the three hills that brought people to the region. At its peak the hamlet had grown to a thriving village of 300 when disaster struck. Just days after the first sighting of the Twin Tailed Comet the largest mine collapsed, killing many of the miners and damaging the nearby foundry. The superstitious villagers began to leave, believing the place cursed. Many of the farmsteads that had thrived now stand empty.
In 1980 Sudenburg went to war with Zenres, over a caravan of Sulphur. The “war of sulphur” lasted many seasons, and after many battles, Mirstadt was burned down and razed. The Howling River became a natural border separating the Border Prince of Zenres and the Border Prince of Sudenburg. To this day there is enmity.
Sudenburg grows and prospers on trade with the East and its own salt mines. Adventurers continue to flock to the town.
In 2000 a meteor is seen in the sky – the twin tailed comet of Sigmar. The ground shakes near Sudenburg and Braylong and many buildings collapse with Braylong losing half of its inhabitants in what is now known as the “great day of reckoning”. It was at this time that the ‘great blaze of redemption’ ravaged Sudenburg and burned down almost the entire town. At the same time, Reiner Von Lichenstein, Border Prince of Sudenburg and his son Rutgar both suddenly go insane. The two both die shortly afterwards in mysterious circumstances leaving the throne vacant. At the time Rutger’s son Eric is only but a young boy.
A council of the Merchant Lords (now known as Merchant Princes) take over the rule of Sudenburg.
Modern History
In recent years Sudenburg has become the focus of much more conflict. [Expand]
Council relations Break Down
[Insert Generalised Lore of this period]
Ousting of the Princes and Age of The Broker
[Insert Generalised Lore of this period]
Return of the Court
[Insert Generalised Lore of this period]
Settlements of the Principality of Sudenburg
Settlements are dotted across the lands around the town of Sudenburg. These settlements have pledged loyalty to Sudenburg for its protection and trade, forming the Principality of Sudenburg.
Sudenburg
Sudenburg is a hub of activity. All kinds of folks now call Sudenburg home. Since the arrival of the desert rose and the virtuous, Sudenburg has seen an influx of migrants from the Empire, Araby and further afield. With growth, guilds have arrived and set up in the secured walled space of the towns centre. Eric and Sebastian are no longer the only Merchant Princes of Sudenburg. Rafaela and Dahliya have also entered the scene, and the four are now positioned as a council of four. Since the mysterious death of the last sole Merchant Prince, Sudenburg has gone through a bloody period, of assassinations, murder, and public executions. With the formation of the council of four, it is the first time in almost 20 years that Sudenburg has known a kind of peace.
Sudenburg continues to grow with an influx of settlers from the Empire – the vampire wars rage to the north and Sudenburg is as far south as people can move without going to the Badlands. The main tavern in Sudenburg is Kings Head, and this is located in the inner walled area of the town, with Fortune’s Fool and the Shisha den close by and the Town Hall and Guild Hall across the main street. The Cantonia Trading House is also found in this central space.
A trollball field separates the central square and low town, where only the brave venture to after dark. A wealthy ‘Brimstone’ sulphur mine is located to the north with this mine serving as an avenue of wealth for who ever collects and sells those wares. As the market day approaches, the day which is known as Ascension Day, festivus or just festival day, the Merchant Princes have called all the burgomeister’s, mayor’s or their representatives and their entourages to attend.
Kriegstor
War's Gate. This is another name for Kriegstor. The village faces no greater challenge than being the last on the road before the wilderness couldn’t be any wilder. From outside its walls come threats of all sorts and from all directions. A somewhat steady population of roughly 160 people is tucked away between the Blood river and the Worlds Edge Mountains to the east. The type of people that calls this village home are hardy folk from all sorts of creeds that have ended up in the furthest place they could run to.
Life in Kriegstor is relatively straight forward, as anything else wouldn’t be sensible for survival. Everybody that is able is trained in case the village comes under attack. When they are not fighting against being wiped off the map however most of the populace can be found making lives for themselves harvesting and putting to use what simple resources the borderlands provides them. Kriegstor maintains a nearby mining and quarry camp, as well as a number of simple fields and pastures. The forest to the south provides its lumber and the Blood River is put to use by those who own small fishing vessels.
The village is restricted by its walls, part stone and part reinforced mudbrick, and often with sharpened logs set against it for further defence. Its inhabitants have to build upwards instead of needing to construct wider and wider rings of walls to accommodate expansion. Not that this bothers many townsfolk, but it adds to Kriegstor’s cramped appearance.
The village rises towards its central keep, built in ages past it is home to whoever runs Kriegstor as well as housing a portion of its resources. Once a mighty borderland keep, now it is a fraction of what it was as most of it was torn down to build the surrounding stone walls and the rest is in disrepair. Structures closer to the middle of the village have short wooden bridges connecting them making traversal between important buildings far more convenient. This is because all of the ground floor walls are solid stone throughout the village, without windows and doors that would serve as weak points in the case of an attack. Entrances are built on the first floor with defensible staircases wrapping around the outside. Cellars and basements are also a common feature in the village, providing more use of that space it has. Thatched roofs sit on top of most buildings, unless slate is used for security or safety.
Stromstadt
The river village of Stromstadt was created to be the pinnacle of trade and commerce as well as to guard the northern road to Sudenburg. The village is situated on the northern road out of Sudenburg and south of the Silver road. Sitting off the Iron river which flows into the Howling river, seasonal trade at times arrives. The small dock was recently repaired, and it can now accommodate small river craft.
Stromstadt was settled by merchants from Talabecland, Nordland and Stirland – which were all led by a caravan master by the name of Sven Ericsson in 2014. Stromstadt still has a long way to be the pinnacle of trade and commerce, at least there are plenty of friends which feeds the local settlers and the hungry mouths of Sudenburg.
The southern forests have provided plentiful hunting grounds for the people of Stromstadt, but rumours sing tales of huge wolves and large beast roaming in the night, and many travellers have gone missing when roaming further south or to the east.
Braylong
Nestled at the foot of the World’s Edge Mountains, Braylong sits at the intersection of three rivers. Surrounded by an aging stone and mud wall, the villages prosperity has long since faded. Originally founded by Bretonnian settlers looking for valuable mineral deposits, the village now barely sustains itself with meagre farming and the odd prospector, determined to find wealth.
Braylong lies to the east of Sudenburg and travellers have two routes to reach the town. An old worn road connects the regions, but it is often watched by bandits and other nefarious types. Rivercraft can also be used to travel between the two and Braylong has a small dock which can accommodate these craft. Within the walls the Black Cat tavern, named after stories of a large black cat that stalks the mountains, is the hub of the community. Its cheap drinks let the locals forget about their rundown surroundings.
The village is led by Mayor Bjarksson, a retired man from the far north in Norsca who ousted the previous ruler and took over two decades ago. He watches over the village from the small tower that lies on a small crop of land in the middle of where the rivers meet. The locals are separated into numerous small groups, where constant skirmishers keep them divided so that no single faction can rise against the Major.
These factions, usually based outside the village itself, consist of mercenaries, Estalian expatriates, witch-hunters, a local militia and communes rumoured to be witches and cultist.
Bracken
Bracken lies northwest of Sudenburg between the Slarnek river to the west, the Howling river to the south and east and to the north the southern hills of Zenres. Bracken was founded on the site of an ancient ruined stone keep which was built by the original crusaders that settled the Border Princes. Originally three families of settlers originating from the Empire, Bretonnia and Norsca settled this land and came to blows shortly after arriving in the region. Warriors of the three factions clashed and as night fell another force arrived, a horde of ravenous undead. The warriors were forced to retreat to the ruined keep, and after making a truce they rallied and together attacked driving the undead back whence they came from and slaying the necromancer who had brought them back to life.
These three families founded Bracken on this site and their descendants are still here today. The village is governed by a council of a representative of each family. Since its founding, small groups of settlers have made homes here, establishing small farms, ranches and fishing the waterways to subsistence, as well as felling timber from the forest to the northwest, which is known as ‘Taal’s Teeth’ to the locals.
Trade with Sudenburg is what keeps Bracken going, and trade caravans from Sudenburg to other Principalities pass through usually once a month, poor weather and raids notwithstanding. Much of Bracken’s production lies in grain, livestock and timber.
Bracken acts as Sudenburg’s defence and a river crossing is maintained to the south west of Bracken with connects this region with the road which leads to Barak Varr and north by the Varenka Hills. The presence of the World’s Edge Mountains to the east are a constant threat to the local villages, with goblinoid tribes and Orc tribes and others constantly crossing Mad Dog Pass and raiding local settlements regularly.
The wooden bridge spanning the Howling river is guarded by a watch-tower which is manned from warriors hire by Bracken’s council. Bracken is encircled by a palisade which is in-turn surrounded by a dense ring of thorny brambles (a blessing from the god Taal some locals say) providing additional natural protection and which has existed since Bracken’s founding. Most of the buildings located in this village are simple affairs consisting of low stone walls with timber uppers and roofs.
The old stone keep, or what is left of it is the largest structure in Bracken and lies at the summit of a low hill at the heart of the village. It is still the traditional meeting place of the ruling council and serves as the hub of governance, for dispensing of justice, hosting trade meetings and as a local prison in the dungeon below the main hall.
In the shadow of the keep to the south is Bracken’s main square and centre for trade. The Smoking Dragon inn stands on the western-side of the square, and it is a popular drinking den and melting-pot for locals, mercenaries and adventurers. ‘The Bear’s Honey’, Bracken’s meadery is a point of pride for locals and its brews are shipped throughout the Border Princes.
A crumbling stone tower on the eastern-side of Bracken has recently been claimed by ‘the Faithful’, who are followers of Sigmar. The crumbling tower has been sanctified as a shrine to Sigmar Heldenhammer and has been dubbed ‘The Tower of The Faithful’. Only now has the tower began to be repaired. Numerous warehouses and stables line the lower streets of Bracken’s hill, with the slum located here which is referred to as ‘The Mire’.
Bracken is home to many mercenaries as they are hired to maintain the roads free from raiders and protect the northern approach to Sudenburg.
Eisendreieck
The hamlet of Eisendreieck was once a thriving farming and mining community. When rich iron deposits were found in a trio of hills, the region became known as the Iron Triangle. A group of colonists surveyed the region and identified the current location as ideal for a village to support the mines being dug into the hills. It is situated about a week’s journey west of Sudenburg. This walled hamlet supported farms, orchards and fed the miners toiling underground nearby.
The coming of the Twin Tailed Comet however proved to be an ill omen for the region. Within days of the first sighting in the year 2000, the ground shook in what locals called the ‘day of reckoning’. The largest of the mines experienced a catastrophic cave in, killing many of the miners. The superstitious miners began to flee the region, and many of the farmers with them. As the bandits and beasts and monsters moved back in only the hardiest, most dedicated remained. These souls renewed their resolve, fortified their farmsteads and kept on doing what they had done for generations – providing food for Sudenburg, as well as iron ore in as great quantity as they could dig out of the ground of the one remaining mine.
Today, with the rise of the Merchant Princes, spirits in this hamlet are high. Situated high on the cliffs over the branch of the Blood river leading to Sudenburg, the council has established a permanent watch tower in the hamlet to give early warning of shipping, be it trade or military, along the river. With this there are also recent arrivals to the area, both cooperative and opportunistic. Bandits and marauding raiders have been spotted, possibly utilising abandoned farmsteads as their home bases, and unconfirmed rumours of elves. Orcs have also been seen in the hills near the mines.
The burgomeister of the hamlet recently granted leave to an engineering school to claim and begin to restore the old foundry that once serviced the mines, and strange human visitors from across the seas have offered their aid in managing the beasts and bandits.
Regular caravans of food are sent along the main road to Sudenburg, and twice yearly a major caravan forms, as the burgomeister presses the local militia and other supportive factions into service to escort the precious ore that is the regions only other source of wealth. Skilled soldiers are always welcome to apply to join this journey, and will be paid well, in addition to the opportunity to see the great sights of Sudenburg.
Rittenstein
Ritterstein lies to the west of Sudenburg. Many nations have tried to claim and colonise the land around Ritterstein but not one has succeeded. In ages past it is said that mighty lords from the south looked upon the Dwarven hold of Barak Varr with jealousy and upon arriving in the region they began to lay the foundations for a mighty fortress. Not much is known about what happened, or why this fortress was never finished, all that is left are a few ancient stones and a crumbling tower which looks upon the area where the Blood river meets the Black Gulf.
To the east of Ritterstein there is an ancient entrance to the hold of Barak Varr, no man is allowed entry and only those of Dwarven blood can cross the Blood river on one of the Dwarven steel gunships. Trade is welcomed here, every couple of months Dwarves will cross the river and set up a market to trade with the humans of Ritterstein.
Ritterstein is surrounded by hills, some of which still have ancient catacombs from ages past. There is no port near this walled hamlet, for the coast is treacherous and high cliffs would destroy any ship that came close. There is a small hidden cove for smaller vessels which is closely guarded by the Militia of Ritterstein.
Ritterstein’s small but steady income hails from the Old Silk road, offering safe passage east and west to the caravans that still use this road. This hamlet is often used as a waystation, and a warm bed and cold flagon of beer (for those that are wealthy even the odd Bugman’s ale) are readily available for the weary travellers. A few small farms are scattered close to the hamlet, the majority which grow rare plants and fruits which are not often seen in the Empire or Bretonnia; pomegranates and dates. Those that hail from Ritterstein are said to be fierce warriors and not easily cowered or frightened.
Directly to the east of Ritterstein lies a dark forest, which is said to be home to Beastmen. To the south resides the Badlands, home to the Broken Tooth orc tribe and the Scabby Eye goblins, these are a constant pox due to their ever closer and more dangerous raids. It is fortunate that they are busy warring with each other or Ritterstein may not still be here.
The role of mayor has been vacant for many seasons, but with the rise of the Merchant Princes at Sudenburg, the prominent and dubious folk from this hamlet are heading there to make claim and to gain favour with them. One may arise but only time will tell.
Nordmoot
Located in the furthest point north of Sudenburg, lies the smoldering ruins of Nordmoot. Nordmoot was the first line of defence against the Kingdom of Zenres but as of 2024IC it lay in silent ruins. The ancient bridge which crosses this mighty river that was said to have been built by Dwarves prior to the war of the beard that connected Zenres to Sudenburg has also been destroyed along Kingdom's settlement of Vitrolle, that lied on their side of the Howling river.
Nordmoot acted not only as a barrier from Zenres, but as a way station for merchant caravans and adventurous vagabonds. Those traveling to and from Sudenburg, and from further afield across Mad Dog pass take advantage of the hospitality of the locals. The vineyards and cattle lands have been reduced to ash.
What happened to Nordmoot so far is anyone's guess, but rumours have reached Sudenburg of the Dragon's Vengenace may have had something to do with it. To raze a settlement full of veterans from the Sea of Claws is no easy feat.
The Merchant Princes
Before their ousting by The Broker, four Princes ruled over the Principality of Sudenburg. Their struggle for power and control escalated between 2019-2023IC before their petty squable was finally ended.
Eric Von Lichenstein
Prince Eric von Lichtenstein grew up in the streets of Sudenburg. He has clawed his way from the streets to become one of the most powerful figures within Sudenburg’s walls. Eric von Lichtenstein was no prince, he was a street urchin with a fancy name and heard many fancy stories from his mother while living in low town. Having made his way up towards his current position, he is now known for his compassion towards the middle and lower classes of Sudenburg.
This compassion is not necessarily ubiquitous with his family name. The Von Lichtenstein’s once ruled Sudenburg with an iron fist. They were best known for their wealth, cruelty and savagery. Many still remember the days when the streets ran red as he made his way to the top. Some of the older citizens, and those learned in the ways of history see a similarity with Gustav von Lichtenstein which is quite worrisome.
Now funding his merchant empire through fine arms and armour made from the rich mineral deposits in the area, he has set his sights on ruling the council with an aim to attain that which was his once more by birth right.
Rafaela Weitzman
Rafaela Weiztmann and her confidant Odessa Hertz Dietrich originally hailed from a respected family in Mordheim. Her father was well known to the aristocracy, and a trusted confidant of Halbert Hertwig. It was said that nothing was untenable in Mordheim, and the Weiztmann’s always had a way to acquire the impossible. For some unknown reason, one evening her father left to run some errands and never returned.
Reading between the lines, Rafaela and Odessa made a timely departure, with what they could carry and left for greener pastures. Their travels took them far to the south, to a place called Sudenburg. While on the road, they heard of the destruction that had befallen Mordheim. Investing what was left, Rafaela began trading in Iron acquired from the surrounding mines and settlements nearby. Always looking for an opportunity, Rafaela has now shifted her focus for some new endeavours. Those with sense to trade on her terms. Those without quickly change their minds. Rafaela never has to ask a third time.
Five years ago, Rafaela finally pushed her way through the upper ranks of society, declaring herself a Merchant Prince. Since then, she has shown generosity to those who prove their loyalty and worth. She often leaves the daily organising to Odessa, preferring to spend her time looking into new trade ventures or perusing the library.
“If you wish to cling to my skirts, you must first prove your worth.”
Sebastian Durand
Sebastian Durand, knight from the dukedom of Lyonesse is a descendant of a Bretonnian crusader destined for Araby but ended up in the Border Princes. It is believed that Sebastian Durand is of the lineage of Sir Pierre Dominique Durand of Lyonesse. Sebastian is well travelled and has travelled to many places in the Old World. When conflict erupted amongst the Lyonen nobility, Sebastian Durand realised his time in Lyonesse was at an end. Having heard so much about this land to the east, he gathered those that would follow him and made the decision to leave and head to Sudenburg with no intentions of returning to his homeland.
Sebastian arrived in Sudenburg in 2001 and has since made it his permanent home. Using the funds which he brought over, he built a modest home of stone within the towns walled community. Sebastian Durand fancies himself the custodian of Sudenburg and its people – it was his forebearer that colonised and built this great town after all.
Whether a romanticized dream or not, Sebastian protects the people of Sudenburg with a ferocity that has earned him the moniker “The Lion”. Virtuous to a fault, Sebastian isn’t well suited as the other merchant princes to the games of influence and intrigue, but his loyal companion Jean-Baptiste Delacroix is right at home.
Ruthless, resourceful and of slightly questionable morality, Jean-Baptise is a man of results. Using what is left of his family’s renown and wealth, Sebastian has established a firm foothold, taking his place on Sudenburg’s council of four but believing his legacy puts him above his rivals, he sets his ambitions even higher…
Dahliya Tushan
From “ElKalabad”, far to the south, across the Great Arabyan Desert, the thricewidowed Dahliya Tushan came to Sudenburg three years ago with a large caravan of spices and silks – said to be worth a small kingdom. Since that time, she has placed herself within the top rung of Sudenburg society, using her wealth to take a seat on the council of four.
The Desert Rose still uses the contacts of her homeland to bring goods to and from the Border Princes region. Utilising the Old Silk Road, she brings goods annually from Cathay, Nippon and even the kingdom of Ind.
While she has a personal council of admirers and followers, her current husband, Azar oversees her bodyguards. Dahliya is not above using her coin to hire experienced muscle to protect her interests and is both respected and feared by many citizens of Sudenburg and beyond.
