War is chaos and it never ends. Nilfgaardians embrace and celebrate war
as nowhere else. Castles dot the countryside. Private armies and the forces
of its various lords march every spring to seize land, cattle, gold, and entire
towns. War is a way of life, and its advancements and reversals are as much a part
of day-to-day business as the price of bread or the chance of rain. Those leaders
who fail to prepare for it find their time as ruler to be short. Only a fool argues for a
peaceful year when glory’s crown awaits over the border.
This war footing is so ingrained that other regions consider the Nilfgaardians—
inhabitants of the Novigrad region—a crazed lot of bloodthirsty, or at
least calculating, warmongers. Many come to the cities to earn their coin as
mercenaries when the yearly raids and ambushes turn into larger battles and
sieges. The lucky seize a general’s laurels or a lord’s title for their initiative on the
battlefield; the unlucky perish.
The people of Novigrad fight to show their strength, their divine blessings
from their gods, the wisdom of their rulers, and the cleverness of their generals.
They fight because conquest and victory are honorable and righteous. Now, a new
reason for war arises. With dragonfire and marching Imperial legions shattering their kingdom and with the death of the king with no rightful heir, there has been a major change in the balance of power. Now the seven most powerful cities of Novigrad fight to sit upon the throne of the kingdom. Only one city may stand victorious, will they destroy each other in the process or unite against a larger threat?
Republic of Valera
Valera is an empire in name only. Its Lord is largely
toothless outside matters of finance, and its people no
longer lord it over half the south with displays of wealth
and power. However, it has experience,
ancient secrets, and a cadre of well-trained, devoted
servants of the gods on its side. It is one of the
most devout of the Seven Cities, and many families “give
a son to the gods” either for the priesthood or (for those of
the poorest class) for the legions as a spearman or archer.
Valera still thinks of itself as first among equals, and its
Lord and nobles remain convinced they will rise and
rule, with or without the other cities support.
Government
Valera is governed by its Imperial Senate made up of 100 individuals who dictate the direction of the city state. Senator is the highest position one can achieve and all senators are considered among equals as none hold more power than the other.
Military
The Valeran military is mostly comprised of garrisons of infantry and archers to back them. They will also employ pikemen against the Trombei calvary that attack from the north. The elven art of "running archers" has also been employed thanks to the skirmishers they deploy in battle.
Valera, The Temple City
The seat of power, Valera echoes with the
sounds of hammers, workers, and construction. Upon
competing for the throne, its Lord launched a major
reconstruction effort. Now, new neighborhoods arise
from the ruins of the old. Despite the rebuilding efforts,
most of the temples to a dozen major gods stand
abandoned. The elven gods have neither priests nor followers in Valera,
though occasionally an offering turns up on the temple
steps.
House of Swords
Valera’s oldest castle, partly of elven construction. Its stones hardened with elven magic, the fort now acts as a strong point against the other city states.
Paveto
The backwater town of Valera’s northwest, home
to footloose mercenaries and street brawls.
Theocracy of Kammae
The inquisitors of Kammae know how to strike at their
foes’ weakest spots. The priests of the Moon Goddess know
where and when to attack those foes. The oracle knows how
defeating those foes leads to a chain of events culminating
in Kammae’s ultimate triumph. It is all foretold. Life in the Theocracy is eldritch and peculiar. The nation
is populated by a zealous citizenry obsessed with displays
of public piety, works of true charity, and great deeds of
devotion.
Government
Kammae is ruled by the rule of two. The Pantheon's avatar leads the city state through their political and military needs however it is the Oracle who has the final say of any matter due to their divine gift of foresight.
Military
What Kammae lacks in numbers, they make up for in pure quality. Kammae spartans are among the best of all soldiers in Novigrad. It is said a single spartan is worth 100 soldiers from any other city state. Along with this they deploy their troops on the backs of ghost boar; giant boar with aggression to match that of an owlbear.
Kammae, City of the Oracle
The city is a fine sight of blue tile roofs and whitewashed
houses, all well kept, its people learned and fanatically
pious. The city’s forges create weapons and armor while legions of
priestesses imbue healing potions, scrolls, and other
magical implements to support Kammae’s army. In
the fields outside the walls, the ghost-boar cavalry trains.
Antiba, City of Stone
Antiba quarries fine stone,
including blue-veined marble and a variety of pink granite,
and boasts some of the finest sculptors in Midgard.
Its workshops turn out religious and memorial statuary in
great numbers. Many nations pay well for this quality stone,
making it one of Kammae’s few exports.
The Smoking Mountain
Kammae’s
famous semi-active volcano spews ash every few years to
bury the land around it. The Smoking Mountain shelters
salamanders, fire elementals, and even swarms of blackscaled kobolds. Some say a dragon also lairs here. True or
otherwise, a few groups of brave souls who explore the
caldera go missing every year.
Barony of Capleon
A major trading location from the founding of Novigrad, Capleon once grew rich on its merchants and bankers. Recent setbacks have shrunk both the borders and its future prospects. So-called patriots drive dragonkin from the barony, cutting off vital trade and income and infuriating the Dragon Empire. With heroes and bankers alike calling for the baron’s removal, Capleon frequently trembles on the brink of internal revolt or murderous rioting.
Government
Capleon is ruled by a single baron who holds supreme power in the region. Anything the baron says goes and theres no one that can say otherwise.
Military
Capleon's official military can barely even be called that. Instead the baron prefers to hire private armies, mercenaries, and resorts to using bandits and thugs alike to enforce his position of power. With the vast wealth at his disposal its easy to buy the loyalty of others.
Capleon, City of Peace
The city of Capleon is wealthy due to trade, and trade has
led it to develop sophisticated banking instruments. Its
bankers are shrewd and ruthless in pursuit of efficient,
wise uses of Capleon’s position—most of the time. Many
buy private armies, spend vast sums currying favor, or gain
fortunes (and sometimes lose them again) fortunes on
risky ventures. Capleon always held itself as a safe place
to do business, but that stability might be failing fast.
Once, just under half of the city’s bankers came from the
Dragon Empire or Southern realms,
but now, with the dragonkin driven out, new financial
opportunities arise for native Capleoni.
Draga's Horn
A small but well-sited keep once held
this crucial road through the hills between Kammae and
Capleon. Famed for its dragon bone ribbed great hall, the
fort was sacked and burned by a Kammae raid three years
ago. Now, a ghostly drake haunts the ruins trying to piece
its own skeleton back together.
Umbardia
The second city of Capleon has rich tin and
copper mines and enormous olive orchards and fields of
lavender. Currently under martial law to suppress a wave
of protests and riots, its people are staunch traditionalists
opposed to the baron’s dabbling with the dragons.
Canton of Melana
Ancient prophecies of the king’s long lost heir's return grow closer
to fulfillment and Melana prepares for the greatness
approaching.
Melana controls
the eastern gateway to the Seven Cities and a great deal of
the overland trade into and out of the region, including the
Lowland Road to the Free City of Zobeck.
Government
Melana is ruled by two individuals known as the censors. Censors are elected once every 5 years and a censor cannot serve consecutive terms however can be elected again for a non-consecutive term. Typically censors are elected from amongst the richest and/or most influential individuals within Melana.
Military
What Melana may lack in numbers or quality of troops, they most certainly make up for with their technological marvels they create for sieges. Their siege weapons are by far the best out of all the city states and they use this to their advantage.
Melana, City of Iron
An architectural marvel, the city of Melana sits proudly
at the intersection of three trade routes.
Behind its
massive defensive wall, wide flagstone streets provide
easy access to the city’s many marketplaces and public
courtyards. The tall, slender towers of villas reach into the
sky, and the Censors’ Palace—with its dome and massive
colonnades—looks out over the Great Market and the
entrance to the Undercity.
Sinkhole Mine
The scene of Melana’s greatest mining
disaster, the Sinkhole was once one of the deepest mines
ever dug by dwarven hands. Unfortunately, 3 years ago the
bottom dropped out of the mine, literally. The five lowest
levels of the mine fell into a huge sinkhole and vanished
into the darkness. The mine was quickly shut down, but
rumors linger that the sinkhole is bottomless, or leads to
another plane or to the other side of the world.
Friula, City of Secrets
The stone spires of Friula thrust skyward along the shore
and cast their shadows over a massive barrier reef. Friula took in exiles and refugees and sent out
adventurous souls to explore the ruined coast, haunted
keeps, and empty towers to bring their treasures back
to the city. Within a decade, Friula housed more books,
scrolls, and records than anywhere outside. Friula’s wealth of knowledge attracts scholars, arcanists,
and secret-seekers from all corners, and with this success
has come great suspicion from its neighbors. Fortunately for the
city, an assault by land would require a march through
difficult, basilisk-infested hills. Friula’s allies and her
enemies send spies more often than armies. A center of
art and knowledge, Friula constantly balances shifting
political tides to maintain its isolation. Aside from lore,
the city has built a strong trade in vellum, bounties of rare
inks and dyes from the nearby reef, and other tools of the
scholar’s trade.
Government
Friula is ruled by a mage council that oversees the city state. The council itself is made up of the most powerful mages of Friula and they model themselves off of the old Magocracies of the past when they still existed within the Wasted West.
Military
Friula relies more on spies and sabotage rather than armies. Using these methods they are able to sway the tides of politics in their favor to avoid conflict. However when conflict does arise they support their infantry with powerful mages that rain fire upon their enemies.
Starlight Keep
Home to astronomers, summoners,
and active mages who might discomfit the scholars of
Friula, Starlight Keep holds the elite and the wise. Its
grounds are forbidden to most, and the garrison here has
repelled several Valeran attacks with arcane fire.
Republic of Trombei
The walled city of Trombei sits coiled like a serpent at the
conjunction of the three major highways, and controls all traffic moving north or
south through Novigrad. Flanked on either side by
impassable marshes, Trombei has leveraged its strategic
location and the bounty of its fertile farms to become an
economic juggernaut—and a military power, based on the
strength of its cavalry. Graft and corruption increasingly
sap the nation’s strength, and growing discontent over
the disease striking their precious herds threatens the
foundation of the Republic.
Trombei, City of Horses
Controlling the intersection of the highways; the large city of Trombei serves as
a customs stop for caravans headed into or out of Trombei.
Several companies of mercenary centaurs patrol the border to root
out bandits and discourage smugglers. Trombei is also the
site of the tremendous Trombei Horse Fair held each year, where the trades are quick and fortunes are
made and lost. Nothing is too exotic, from a nightmare to
a unicorn. The highlight of the social calendar, the horse
fair of Trombei is a huge event spanning 10 days in Last
Seed, and involving tens of thousands of horses, grooms,
and buyers.
The centaurs are headquartered in an immense elven
fortress south of the city they call the Old Hold. Some
humans have taken to calling it the Stable. Strangely,
since the appearance of the black strangles, the centaurs
of Trombei have closed the gates of the Old Hold, driving
away visitors with words and arrows. Those centaurs who
continue to patrol stay far away from other travelers,
offering no explanation for their odd behavior.
Government
The commune are the 35 representatives that rule over Trombei. Out of these representatives, 24 are the best horse breeders and trainers in the city state, 10 are the largest land owners, and 1 is from the centaur clans. Together they elect a chief administrator. While most decisions require a vote from amongst the commune, the chief administrator's vote counts as 10 votes. Additionally the chief administrator has complete say over the military positions in their armies, as they choose who they want to be the field marshal and the master of horses.
Military
Trombei, by far, has the best calvary in all the land. They have access to some horse breeds that cannot be found anywhere else in Midgard which makes them a force to be reckon with. Their calvary has trampled many armies in the past and with the aid of the centaurs, they have proven time and time again that open terrain warfare is the worst place you would want to be found in a fight against Trombei.
The Wreck
This crumbling former castle lists at a dangerous angle, like
a sunken ship. Currently this site is occupied by the Ladies
of the Wreck, a coven of cannibalistic hags worshipping
the Hunger. They use the flesh and bones of their victims
in the construction of a massive corpse golem, which they
believe will eventually house an avatar of their dark god.
Republic of Triolo
The corsairs of Triolo are notorious as fearless raiders who strike any
shipping other than their own, seize cargoes of all kinds,
and ransom captives from every nation. The richness of
Triolo’s spice and glass trade goes far, as does its clever
diplomacy, but the city seems to exist on a precariously
balanced stew of lawlessness, infernal bargains, and vast
fortunes pledged and squandered. Fortunately, its people
are loyal, proud, and hard working. A preeminent sea
power, the wealth brought in by Triolo’s fleets ought to
ensure security—but that was before Novigrad was broken by the
Dragon Empire.
Rocked to its core by this, Triolo
suddenly finds itself on the front line of a war most fooled
themselves into believing was still far away. Now past the
fear-fueled conflicts between citizens and refugees, Triolo
stands mostly united behind a singular goal: to drive the
Dragon Empire back.
Government
Triolo is ruled by a triumverant. Three total individuals hold absolute power here, however each hold no more power than the other and cannot interfere with the sections of government that each hold. The Excellency holds power over all political matters within Triolo, the Pope runs all aspects of Triolo's religion, and the Legatus commands Triolo's military.
Military
Triolo's main weapon is its unrivaled navy, making the inner sea an impossible place for other city states to attempt to move their armies through. However their navy isnt their only weapon, their legions of soldiers by far outnumber any army in Novigrad and it would take the combined armies of of each city state to be larger than Triolo's legions. However Triolo prioritizes size over quality and prefers to mass produce its armies rather than spend vast amounts of time training a single soldier.
Triolo City and Harbor
Home to more than 100,000 people, Triolo is the heart
of a web of sea routes and trading relationships extending
in the south and east. Its harbor front is among the
most cosmopolitan and outrageous length of flagstones
anywhere.
Eager to do anything to help the cause of uniting
their home, displaced citizens have thrown themselves
into the ranks of the army, navy, and labor pools of
the shipbuilding guilds. The same cannot be said for
the nobles. Some dedicate themselves to the
restoration of their home. Others, though, wallow in
their depression or ruthlessly try to carve out a place for
“nobles” in a Republic dominated by naval officers.
Living Colossus
As a sign of blessing of
the alliance between Kammae and Triolo, a sea titan
guards the oceans they sail upon. The titan does
not speak and refuses to communicate but acts swiftly
against Dragon Empire vessels and aerial forces. He has already
destroyed several raids single-handedly.
Stenchhold
The political prison for enemies of
the Triolan state is also the fortress holding its border
against Trombei. Largely neglected and falling into
greater disrepair with each season, it sits on a hill with an
excellent view of the ocean. Soldiers, politicians,
and citizens alike consider this place a pestilential
backwater and do their best to forget both it and the
people sentenced there.
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