Lightreach

## History

Lightreach - a name that has been known across the world for many hundreds of years. Originally created as a hideaway for the Companions, effectively acting as their Base of Operations within Calmera, after the defeat of the Betrayer, their followers came to the cove, and began to colonize it, constructing new buildings. Intended as a way to keep watch over the Betrayer's prison, it eventually grew into a sizable town as more and more followers came, and over time, Lightreach became known for it's powerful command over the waters of the world, and for it's sacred duty, even if much of the world has forgotten.

As time went on, this duty became more and more blurred, and forgotten. Now, only a few truly know what Lightreach's original purpose was. In Year 60, Lightreach was named as the Capitol of the newly form **Myandra Kingdom**, still headed by the elective Monarchy. Myandra's mastery over the seas continued as well, and they initiated significant trade with the many other Kingdoms in the world around them.

## Geography

Lightreach is in a very powerful strategic position. The greater majority of the town is completely walled off by rough, mountainous terrain and trees on the northern part of their area of influence, and a large part of the town is even built into the mountains themselves, upon a variety of raised platforms. The only proper access to Lightreach is through a thin road along the area where the mountains meet the coast, large enough for four horse drawn wagons to walk comfortably, but small enough that any ground invasion would be incredibly unlikely to succeed.

The city itself is rather impressive, built in tune with the cliff and mountain sides that surround them, as well as along the coast and on the water, Lightreach is a well constructed example of human ingenuity. Although it isn't planned in any way, with cobbled roads, signs, and an acceptable layout, most things are easy enough to find.

## Inhabitants

Although primarily human, Lightreach also has a healthy population of Half-Elves as the sailors intermingle with the nomadic sea elves. There are also a number of Halflings within the settlement, enough to warrant registering them as their own population in the census. Outside of that, there isn't much diversity.

The people of Lightreach are a strange mixture of devout, chivalrous Knights, and swashbuckling sailors. A large number of the humans live by the teachings of their predecessors, attempting to embody the utmost of the virtues that the Companions taught them, whilst the rest of them are sailors, seamen and buccaneers, caring more about their own fortunes, sailing the seas, and women - despite this, both are united in their love for Lightreach, and it is this love that manages to keep them from killing each other.

## Religion, Magic, Techology & Military

### Religion

The Knights and Paladins of Lightreach prefer to worship equally knightly deities; to this end, Iomedae is a very common deity to find them worshiping. Likewise, the sailors and buccaneers of Lightreach prefer Besmara, despite her pirate nature, they find her as a more than suitable deity for their ends. There is also a light worship of the exotic deity known as Yaezhing, a more evil deity. Her worship is, however, outlawed.

### Magic

Magic has it's place in Lightreach as with many cities, although due to it's location, aquatic druids and clerics of Besmara are particularly common.

### Technology

Technology is quite popular with Lightreach, and Airships are becoming more common to help get around the spread out metropolis. Guns are common as well, as sailors are often big users of them. Naturally, many sailing ships also need cannons and similar equipment.

### Military

Unsurprisingly, outside of Guards, Lightreach's military presence is primarily focused upon Knights and Paladins, but of course, with such a significant presence on the sea, their ships are varied enough to present a serious threat to any sea-based threat.

## Law & Crime

Law within Lightreach is much stricter than other Cities, and the courts come down hard on even moderate issues. Additionally, the law within Lightreach is significantly more complex than anywhere else in the world. Large lines of litigation, legal jargon, meetings and pre-trial hearings, inquiries and the like are known to bog down the general working processes. As such, barristers and lawyers of Lightreach are well paid for their services in helping to navigate the maze of legal proceedings. This has it's pros and cons, as expectations of the judiciary branch keeps a relatively consistent system afloat.

The general process of the law at present can be found here.

**Misdemeanors:**

* Trespass
* Gambling
* Prostitution
* Petty theft
* Assault
* Disturbing the peace
* Public drunkenness or lewdness
* Selling shoddy or adulterated goods
* Possession of Drugs

**Felonies:**

* Riot
* Inciting riot
* Piracy
* Rape
* Destruction of property
* Theft
* Robbery
* Distribution of Drugs

**Capital Crimes:**

* Murder
* Treason
* Arson
* Bribery of an Official.
* Counterfeiting
* Impersonating the King, or other Kingdom Official.

## People & Places of Interest

### Places

* **Temple of Lightreach:** The Temple of Lightreach is a place of sacred worship; simultaneously a Temple to Besmara and Iomedae, it's most sacred purpose is to act as a tomb for the Companions. Although their bodies are not interred within, the Temple houses several Shrines dedicated to the Companions, effectively marking them as Saints following their various disappearances.
* **The Squealing Rabbit:** The Rabbit is a particularly raucous Tavern within Lightreach, but it is among the more reputable - to the point that the few Knights and Paladins who might engage will choose that tavern to visit.
* **The Lightguard's Tower:** Situated just outside of Town, but still within it's influence, on the edge of the coast, is a large tower that shrines light out into the waters surrounding Lightreach, rotating in a circle. A powerful magical beam to signal the ships; it is manned by the Lightguard, an enigmatic, but powerful group of Clerics and Paladins who were given the sacred duty by the Companions to keep watch for the Betrayer, and if needed, fight against the Betrayer if they return.
* **The Docks:** The docks of Lightreach are an incredibly bustling place, merchants, sailors, and travelers constantly going to and fro during the daylight hours; merchants of various kinds hawking wares, fishmongers selling their fish, and more.
* **Adventurer's Guild:** The local Adventurer's Guild is open to all adventurers looking to either join, or accept requests.

### People

* **Knight-Commander Alexander Brimsey:** The Knight-Commander is in charge of all of the Knights of Lightreach, even if they should swear fealty to other Houses or people, they are all apart of the Knight Order, and Alexander Brimsey is the leader. An honorable, intelligent, noble man, he has declined numerous invitations to Noble Houses, and there are rumors that he even denied an offer to form his own Noble House.
* **The Lightlord:** The Lightlord is the leader of the Lightguard; upon ascension to the Lightlord, he forsakes his name and becomes the Lightlord. The Light of their Tower is directly tied to his essence, drawing energy from him to ensure it is always lit, always rotating, and always active during the darker hours of the day. The Lightlord is also often a skilled combatant himself.
* **Lord Bradley Lightreach:** Lord Bradley is the current monarch of Lightreach; upon becoming the Lord of Lightreach, the Lord is required to remove his noble name, and is no longer allowed within his House, as Lightreach becomes his House. This role is one of devotion to the Town, and is not a position that is taken lightly - you are no longer a member of your old House, and can no never again be apart of it, even after you abdicate your position.

### Noble Families

*Lightreach is primarily controlled by the appointed Lord, who represents them, but that appointment is only given with support of the numerous Noble Families.*

* **House Talborne:** House Talborne represents many of the merchantile interests of Lightreach, and owns numerous docks in the town, servicing the various vessels that come in. They have their pockets in many of the different aspects of running the town. Their head is Lord Hector Talborne.
* **House Alberon:** House Alberon is a Noble House in name, and not at all in mannerisms - they are primarily focused upon the sea, and are notorious buccaneers. Although they are not known for pirating, they will often board other ships and 'inspect' them. That said, they are also known for their fierce loyalty to Lightreach. Their head is Lord Regna Alberon.
* **House Nomont:** House Nomont is a jack-of-all-trades House, having their hands in a large variety of aspects across Lightreach. They know a little bit about everything that goes on in the town, being generally aware of all the comings and goings of the town in it's entirety. Their head is Lord Terence Nomont.
* **House Davenhall:** House Davenhall is a martially inclined House, focused upon the empowerment of the guard, Knights and Paladins of Lightreach. Many of the Knights of Lightreach swear fealty to this House as well, and they are well respected amongst the populace. Their head is Lord Gideon Davenhall.
* **House Montalieu:** House Montalieu is a magically inclined House, having grown initially from their advancements in growing crops in smaller areas to help provide food to the populace outside of fish. They have grown further as they attempt to advance and encourage the use of arcane magic within the town. Their head is Lady Cassandra Montalieu.