City of Forino

Great Sea > City of Forino

In the north-east of the Great Sea, the City of Forino is built on a chain of islands divided by channels and canals. The city is known for its naval power, crossbowmen, art, political intrigue, and assassins. The city-state's government is an oligarchic republic led by a Duke and a conclave of seven nobles.

The city's emblem and coat of arms is the stylized face of a green fox. The demonym for people and things from Forino is either Forinoan or Forinese; both terms are used interchangibly.

## History

### Pre-Storm

In the Old World, the people who would become Forino came from a federation of states known as the Pavencian League. The four member city-states were, from largest to smallest, Cagleon, Vescia, Raphoa, and Pavenci. The League was located in the south of the continent of Tyrenon, around Luciano Bay.

Living in the region was a human wizard named **Spara Cagleoni**. An elemental savant, Spara focused primarily on fire magic, but studied the full breadth of magic along with her peers. As her power grew, she began to walk the planes, eventually becoming a member of a wizarding conclave in Sigil, along with her hot-headed apprentice, **Cole Lottaro**.

Fire magic lends itself to battle, and Spara came to know many soldiers during her years, as the cities of the League were at frequent war with outsiders, wood elf raiders, or themselves. Despite the dangers, Spara survived and, using magic to practically stop her aging, remained vigorous at 112.

Receiving an emergency summons from Sigil, Spara and Cole returned to the wizard conclave and were informed of the coming Storm. While Cole was sent to rescue those who would become the Orcs of Lungdespair, Spara was tasked with saving as many as she could from the Pavencian League city of her choice. Spara chose all four cities.

Drawing on her connection to the Plane of Fire (much as Lady Vessimaer of the Cloudwood attempted to do with the Plane of Air), Spara crafted a sanctuary demiplane and opened large Gates in Cagleon, Vescia, Raphoa, and Pavenci. She ordered elite soldiers she knew in each city to evacuate as many people as possible into the portals while she attempted to hold back the Storm by opening rifts to divert it into the Plane of Fire. As the skies began to burn away above the cities, many of the soldiers began to do as instructed (much to their credit). While panic and rioting engulfed the cities, many were still able to flee to the safety of the demiplane. As Spara’s shields fell, the soldiers were the last through the portals; the combination of flame and chaos would have repercussions for them later.

While the **Night of Flame** claimed countless lives (and saved only a tiny fraction of the nearly 200,000 living in the four cities), those that did escape into the demiplane survived months in the hot, tight environs. With barely any food brought along on the escape, severe rationing in effect, and only conjured food and water kept the people going. In many ways, the claustrophobia of the demiplane had upended the historical divisions between the upper classes, the workers, and the clergy. However, even before a portal to the new world opened, the nobility began plotting on how to maintain their place of privilege in the world to come.

Fearing that she would be unable to maintain the plane much longer, Spara opened another Gate back to the newly-reformed Material Plane and the survivors emerged onto what would soon be called the Mainland of Forino.

### After the Storm

The initial return to a prime material plane was as chaotic as could be expected. Indeed, it was expected by a trio of nobles who immediately enacted their plans. Vittori Cordesco, Lucrezia Nadia Scuturi, and Umberto Vecellio had not been idle during their time in the demiplane. Knowing that their power in the world to come rested on keeping the ways of the old world, they planned to immediately assert power and begin a directed rebuilding effort. With a system of overseers and professionals already arranged, their plan went off nearly flawlessly.

Explorers and cartographers began their work while architects, builders, and resource gatherers were given clear instructions and sent back to work for “the good of everyone.” The common people were as used to taking orders as the nobles were accustomed to giving them, and the reinforcement and stability that the plan offered appealed to many.

It was discovered that the new world allowed for easy, rapid building, as if it actively encouraged new development. With a chain of islands discovered, the trio of nobles declared it a perfect site for rebuilding, and the people got to work. Resources on the mainland were plentiful, and work progressed quickly.

In such a time, however, the nobility were not the only people gaining power. In some cases, like the Mattonaios, a husband and wife team of bricklayers, merit and luck combined to give them power which would eventually result in their ennobling. Contrariwise, those that remembered the more egalitarian society demanded by their time in the demiplane attempted to “wake people up” and throw off the chains of the old world order.

In the end, such as it was, the nobles largely won the power struggle. As the barroom song said, *“Meet the new world, same as the old world.”* The three power players and their families became the ranking nobles of the new society and helped shuffled those beneath them. Houses Cordesco, Scuturi, and Vecellio entrenched their power as the new world developed.

#### Chargarde Veterans

A problem soon became apparent with the soldiers who had been the last into the demiplane. Known collectively as the **Chargarde Veterans**, as they left the demiplane and the Plane of Fire energies it contained, the original mixture of Storm chaos magic and fire magic finally manifested. Their skin blackening and charring, they gained new fire-based powers, but many of their minds fractured. Spara, already exhausted from the months-long power drain, barely managed to calm the soldiers. She sequestered them away from the rest of the survivors while the others built the new city over the course of the next months. Spara kept the Chargarde separate as she tried to rebuild their minds and, in time, her efforts were relatively successful; Good publicity allowed the more balanced Chargarde back into grateful society, though many difficult cases still dwelled together at their luxurious, shared headquarters/asylum on Cordesca Island, **Chargarde House**.

While little is known or said, it is entirely possible that Spara, who also absorbed quite a bit of chaos energy from the Storm, may have some of the same mental problems as the Chargarde. Whether she was unaffected, is being affected more slowly, or simply hides her symptoms better than the others is a matter of very hushed debate among the highest levels of Forino society.

Later, Sparo joined the Circle of Eight, who chose Forino as the location for their tower. She spends much of her time these days divided between studying at the tower, working to help the Chargarde, and navigating the intrigue of Forino’s elite.

## The Gods of Forino

While the cities of the Pavencian League were known for the beauty of their temples, the region had never been what northerners would have considered devout. Coupled with very few priests making it into the demiplane, Forino's religious landscape was limited. The only surviving priests were of **Aegrid** (crafting, weapons, and dueling), **Kurdan** (inns, commoners, and strength), and **Seraglia** (pleasure, wealth, and cities). As faith never flourishes so much as in times of trouble, all three of these gods found a substantially increased flock as the survivors rebuilt.

Two deities long favored by Forinese citizens, the god of sailors and the goddess of art and beauty, fell out of use as there were no clergy left to administer their rites or even find out if those gods (or the others of the old world) still existed. Additionally, the crowded cosmological reality that presented itself post-Storm added confusion and turmoil to the city’s religious scene. Forino focused heavily on its native religions, resisting outside deific influences. They especially resisted the church of Pelor, which many believed to be growing too powerful and dominating the world’s religious landscape. Also, their lacking an old world “sun god” analogue contributed to the disconnect. While Forino tolerates foreign religions, it venerates primarily its three gods.

The icons and holy symbols for each were the same as in the old world: The silver anvil for Aegrid the Forge Queen; the crossed golden wheat behind a mug for Kurdan (with the holy symbol being a representation of a mug with the wheat emblazoned on it); and the golden coin with the image of a city (now Forino) on it for Seraglia.

The three gods each had new temples consecrated in Forino, with the buildings as majestic as any noble manor. The **Temple of Aegrid** was constructed on Arsenal Island, just south of the wall of the Arsenal itself. The temple had its own holy forges and workshops for crafting, along with a dedicated dueling garden with a view out over the water. The temple maintains close ties with the Duelists’ College, and the High Priestess, **Diana Caporale**, is an accomplished former soldier and duelist, and former friendly rival of Duelists’ College head Ludovica Sciacallo.

The **Temple of Kurdan** is located on the west coast of Vinosol Island, on the city’s border in the Workers’ District. Smaller shrines to Kurdan can be found in the city’s inns, as is traditional. Politically, some in the Sealed Grave faction are attempting to use the Temple of Kurdan as a rallying point to unite the people against the nobility. This has led to a dilemma for the church, as they strive to find a balance between ingratiating themselves to the masses while maintaining the flow of patronage from the city’s elite. Thus far, High Priest **Amico Mule**, never considered a mighty thinker in the best of times, has stayed largely silent on the matter to avoid offending either side. This has at least mildly offended both sides.

The main **Temple of Seraglia** is located on Market Island across from Scuturi Manor. Functioning as a brothel and bank, the Temple caters to a high class clientele. A smaller temple with the same functions can also be found in the Workers’ District, on Vinosol Island. Seraglia is thought of synonymously with cities and, in particular, Forino, as it is the only city where she’s currently worshiped. Statues of the goddess dot the city and especially its civic buildings; atop the Arsenal Tower is a large golden statue of Seraglia. High Priestess **Oriana Deodato** was not particularly high-ranking in the church before the Night of Fire, but her natural charisma and diplomatic skills have seen her star rise in the new world.

## Banking

In the old world, the cities of the Pavencian League were known across the continent of Tyrenon for their banking. In the nation of Caden, for example, it was illegal for citizens to engage in usury, and Pavencian bankers filled the void. In the new world, Forino’s local banking took some time to rebuild.

Initially, the Copperfinder Bank dominated the international banking scene. Forino’s banks took the time to gather their resources and arrange a union between the city’s institutions for international trade. With the blessing and oversight of the temple of Seraglia, the 14 banks of Forino built the **Forino Banking League** and bided their time.

Gearing up to launch their international plans, the Forino Banking League received aid from an unexpected quarter. Grimwalt, seeking an alternative to the Frostholm-based Copperfinder Bank during their war, suggested pooling resources. With the Cog Group International’s revolutionary “stamp” money, the Forino Banking League had their hook for a global announcement.

On AS 1834, a joint banking agreement between King Sereg of Grimwalt and Duke Elmo Malfitano of Forino was unveiled. The Cog Group International, which had been toiling away since the Copperfinder-Devil incidents over three years previously, was rolled into the Forino Banking League with the full support and backing of Grimwalt. Aside from the League’s normal banking functions, they also introduced “stamps” as an alternative to metal coins. These unsecured notes were very light, government-issued currency with an activated-adhesive back; they could be put on letters or packages to pay for shipment. Former CGI head Dampiri Mostash was chosen to head up the “stamp” portion of the League as Forino’s banks began to spread around the world.

## Locations

* **Arsenal Island** - The northernmost of the Forino island chain. Encompasses the entire Arsenal District. The island has a strange dichotomy, split along the tall brick wall of the Forinese Arsenal. To the west, a massive shipyard on a curl of land with workshops belching smoke at all hours. To the east, a line of wealthy manor houses for some of the city’s most elite families, their fortunes tied to the work done just across the street.
	+ **Aegrid Temple**
	+ **Forinese Arsenal** - Owned by the city, the Arsenal serves to construct, supply, and repair the city's fleets.
		- **Arsenal Tower** - One of the tallest buildings in the city, the Arsenal Tower is both workspace and home to many of the Arsenal's designers and administration. On the outside, the Tower is 50 feet across at its base, and it rises 230 feet tall. At the peak of its roof is a gilded statue of Seraglia in her guise as Lady of the City. The statue is enchanted with magic to keep it clean and gleaming.
		- **Great Cranes** - Two large cranes (Little Uni and Grand Duo) hoist frames of ships into the air to be built above the water. A full-sized merchant ship can be built in as little as two days, and a warship built and outfitted in five.
		- **Main Gates** - There is only one point of ingress on land into the Arsenal, but it is made up of three gates. Raw resources enter, some finished products exit, and workers come and go. The gates are always busy, but always guarded by a small contingent of the Iron Dawn (who also patrol and garrison the Arsenal itself).
	+ **Green Fox Inn** - A small but upscale inn and bar.
	+ **Viadana Bridge** - The bridge connects Arsenal Island to the mainland to the north.
	+ **Vecellio Manor** - Across the viaduct from the Arsenal are the manor buildings of House Vecellio.
* **Cordesca Island** - A south-western island. Western part of the Gilded District.
	+ **Steadfast Tower** - A small keep mounted on the rocky outcropping south of Cordesca Island.
	+ **Chargarde House** - The headquarters of the Chargarde Veterans. To call it a house belies its fortified structure. The House looks out over The Arsenal
	+ **Cordesco Manor** - The tall home of the noble House Cordesco. It sits at the southern end of Cordesca Island.
	+ **Duelists’ College**
* **Grand Island** - A large island east of Market Island, it holds many civic buildings. Eastern end of the Gilded District.
	+ **Palazzo di Forino** - The palace holds the current Duke's apartments, the Conclave meeting chamber, and several administrative offices.
	+ **Civic Theatre** - A large, open air theater facing the water. Has a prestigious in-house troupe, as well as hosting traveling players.
	+ **Copperfinder Bank**
	+ **Forino Banking League Headquarters**
	+ **Iron Dawn Garrison** - The headquarters of the Iron Dawn, the city's primary guard and police force. It stands between Grand Island and the Workers' District in what some have noted is rather symbolic.
	+ **Temple of Seraglia**
* **Mainland** - North of Arsenal Island, the mainland has plentiful natural resources essential to the continued development of Forino. The mainland is considered its own district.
	+ **Castiglione Manor** - Situated on the hill above an entrance to one of their mines, the home of the Castiglione family is walled and fortified. The manor walls also enclose a hedge maze, which, by some accounts shifts its passages when explored.
	+ **Lake Dolcian** - Northeast of the Viadana Bridge, beyond Castiglione Manor, is Lake Dolcian and the town that shares its name. Presided over by Barone and Baronessa Mattonaio, the clay of the lake is key to the production of the Dolcian Red Bricks that make up the facade of almost all of the most important buildings in the city.
	+ **Lavorica** - This village built into the cliffs largely houses workers for the Castiglione mines, the lumber camps, the Arsenal, and the Tower of the Eight.
	+ **Lumber Camp** - East of Castiglione Manor is a lumber mill powered by a waterfall. Logs processed here are floated to the Arsenal.
	+ **Tower of the Eight** - While not officially tied to Forino, this structure serves as the headquarters for the Mordenkainen and the Circle of Eight, a conclave of wizards that carries weight both within the city and around the world.
* **Market Island** - An island south of Arsenal Island, east of Cordesca Island, and west of Grand Island, it serves to connect the rest of the city. Central part of the Gilded District.
	+ **Ballistaer Company Headquarters** - The main offices and workshops of the company rest on the southern edge of the island. Their private docks are busy at all hours of day and night as resources come in and weapons and other finished products are shipped out.
	+ **Gotti Manor**
	+ **Living Bridge** - The bridge between Market Island and Grand Island is built up with houses and shops on both sides, serving as something of a landmark, as well as a fashionable address for bachelor or bachelorette nobility.
	+ **M.A.C.E. Office** - The Forino branch of the Mercenary Accreditation & Contract Enforcement group has a fairly large office on Market Island. As the city is home to at least three major mercenary companies, the administrative and liaison duties of the organization are in high demand.
	+ **Scuturi Manor** - The nobles of House Scuturi live above their businesses in impressive apartments. The manor also boasts a small park with a central stage on one of the roofs for formal entertainment high above the streets.
	+ **Seraglia Temple** (Greater)
	+ **Vulpes Victrix Garrison** - The Vulpes Victrix compound sits beside Gotti Manor.
* **Vinosol Island** - The largest island making up the city, it is also the most sparsely populated. While its western edge is counted as part of the Workers' District, the majority of the island is hilly or mountainous terrain dotted with vineyards. The island is also a steady source for clay (though of inferior quality to Dolcian clay), and is the source for the large Vinosol Red Ochre Bricks that make up the bulk of the city’s buildings. Most of Forino’s Halfling population calls Vinosol home.
	+ **Kurdan Temple**
	+ **Red Hart Company Garrison**
	+ **Riposante** - A small coastal village known for its laid-back atmosphere. It is a popular vacation destination, though it also has a respectable fishing trade. The permanent population of Riposante is almost entirely Halfling.
	+ **Seraglia Temple** (Lesser)
* **Workers' District** - A collection of small islands to the south of Grand Island and west of Vinosol Island. These densely-packed buildings are home to many laborers, craftsmen, and others too poor for the more posh islands. It has a deserved reputation for a thriving criminal underworld which boasts tendrils reaching out across the city.
	+ **Drownerpit Inn** - This inn is built across a bridge from a small island where a large pit drops down over a hundred feet into a large cave system (which is frequently flooded). The owner of the Drownerpit has installed a lift that adventurers can pay to ride down into the caverns, and hopefully back up when they’re done. Treasure has been found in the caverns, and there are rumors that old world ruins remain down there, awaiting plunder.
	+ **Forsaken Foxes Garrison**

## Notable Organizations

While initially confusing to outsiders, the city's factional politics are simply alliances of somewhat like-minded people, any of whom may be members of one or more factions. The main disputes are between the Golden Bond and the Imperialists (regarding expansion) and between the Memorialists and the Sealed Grave (regarding the political status quo). Any person may consider themselves part of any unopposed factions, so a person is just as likely to support the Memorialists and Golden Bond as they are to support the Memorialists and Imperialists (as an example).

* **Ballistaer Company** - The city's premier producer of crossbows and ballistas. They also manufacture other weapons of all sorts, along with ammunition, weapon accessories, and some armor. While their crossbows and ballistas are rightly known to be of the highest quality, their other weapons are relatively mundane and generic, produced in bulk and widely exported.
* **Chargarde Veterans** - The city's elite soldiers, an amalgam of pre-Storm Pavencian League forces. They are so named because of their Old World actions in defense of their cities during the Night of Flame (elsewhere known as the Storm). They tend toward staunch supporter of the nobility (and, in general, the Memorialists), who, in turn, make sure to stay in the Chargarde Veterans' good graces. The Chargarde suffer from mutations which derive from their encounter with the energies of the elemental plane of fire.
* **Conclave of Forino** - The ruling council of Forino, its seven members are elected by popular vote from candidates put forward by the sponsorship of noble houses. Often, the candidates (and eventual members) are part of said noble houses, such as the house's patrician or matrician. The Conclave is ostensibly under the authority of the Duke, but may be more or less powerful. The current Conclave, under Duke Malfitano, is more powerful than most. Unlike in many nations, however, while the Conclave has vast legal powers, it is still often secondary to the power of noble houses and the various factions of the city. The Conclave's current members are:
	+ Contessa Lucrezia Nadia Scuturi
	+ Count Umberto Vecellio
	+ Viscontessa Daria Gotti
	+ Viscontessa Marissa Montalto
	+ Nobelo Fulvio Cordesco
	+ Nobela Gianna Castiglione
	+ Cavaliere Artoro Foriaudi
* **Duelists' College** - A neutral organization that provides many services for the city's dueling culture. They maintain lists of duelists and the Prestige of each, as well as certifying and providing Arbiters for duels (for a fee), and medics (for a fee). They also arrange training for professional duelists, hopefuls, and the nobility (for a fee). The College itself is avowed neutral in the politics of the city, though its members are free to have their own leanings. Led by Baronessa Ludovica Sciacallo.
* **Forino Banking League** - An association of 14 major Forinoan banks united for international banking and trade. Some members show support the Golden Bond faction, as they are allied with Grimwalt in banking matters.
* **Forsaken Foxes** - A mercenary company based in Forino. Composed largely of disillusioned former soldiers (domestic and foreign) dispossessed by the circumstances of the storm. Largely heavy infantry, their uniforms are less uniform than most formal mercenary companies, but they tend towards grey, tan, and brown over armor.
* **Golden Bond** - A faction that wishes to strengthen the home islands of Forino by peaceful trade around the Great Sea. While they may support peaceful colonization, they are against what they see as the Imperialists' course towards war. Sometimes called the "Golden Resolute." Oppose the Imperialists.
* **Imperialists** - An expansionist faction that wants to establish colonies around the Great Sea and rise to dominate the area (even at the expense of others). Often also anti-Grimwalt. Oppose the Golden Resolute.
* **Iron Dawn** - The city's guard and policing force. While they are ostensibly neutral in faction politics, individual members are frequently faction members or in the pocket of one or more of the noble houses. Their uniforms are green, and their rank and position dictates their weapons and armor (though crossbows, spears, or swords are most common).
* **Memorialists** - This faction wishes to rebuild and continue the power structures and society of the old world. Oppose the Sealed Grave.
* **Pulcinella's Circus** - A thriving criminal gang led by "Silvio Pulcinella," operating largely in the lower class areas of the city. Themed after commedia dell'arte characters (though for some lower level enforcers, this may simply boil down to wearing a mask and a few scraps of checkered cloth over street clothes). Also known locally as The Circus.
* **Red Hart Company** - A mercenary company based in Forino with a fortified camp in the Moathouse, east of Soldiers' Rest. With strong ties to the Ballistaer Company, they are primarily composed of the pavaise crossbowmen (and their supporters) that Forino is known for. Garrison duty is their preferred business, as its plays to their strength at range. Their uniforms are red with white accents, and gray or black trousers. One of their leaders is Piero Bonomanni.
* **Sealed Grave** - This faction wishes to move on from the old world and take the opportunity to restructure society from the bottom up. Oppose the Memorialists.
* **Voices of Rust** - An activist splinter faction from the Sealed Grave, they actively strike out against those in power. Secrecy and fanaticism are their greatest weapon.
* **Vulpes Victrix** - This mercenary company is owned and led by the "Twin Foxes," Viscontessa and Viscount Gotti of Forino. They are the most expensive of the Forino-based mercenary companies, offering rapidly-deployable light and medium infantry. They also offer magical support and some intelligence services. Their uniforms are grey, matched with green and black stripes.
* **Winnowers** - The assassins' guild. The majority of its membership is secret and many of its members practice other professions as cover. The Winnowers see themselves as a neutral party in the conflicts of the city (and the world) and are simply available as well-paid instruments of others' policies. Led by the Thresher (or Threshers).

## Notable Residents

### Nobility of Forino

The nobility of Forino are the holders of any of its five noble titles.

1. **Count/Contessa** - The highest ranking nobility. There are three houses with this title in Forino.
2. **Viscount/Viscontessa** - Still considered Great Houses, there are six houses with this title in Forino.
3. **Barone/Baronessa** - Lesser noble houses.
4. **Nobelo/Nobela** - Otherwise untitled direct family of the above nobility are given this title and the protections that nobility offers.
5. **Cavaliere/Dama** - Knighted citizens of the city. (Often addressed simply as "Sir [Name]," regardless of gender.)

In addition, there is the supreme official leader of the city, known as the Duke (or Duchessa). The Duke is a noble elected by direct democracy of the Elector Houses (Counts, Viscounts, and Barones). Each Count receives three votes, each Viscount receives two votes, and each Barone receives one vote. While the Nobelos and Cavalieres cannot vote, any Count, Viscount, Barone, Nobelo, or Cavaliere (or their female equivalent) is eligible to hold the office. Plebeians and foreigners are not eligible to become Duke.

The Duke is ostensibly the head of state and leader of the Conclave of Forino. Their actual amount of power varies.

### Duke or Duchessa (Current)

* **Duke Elmo Malfitano** (Barone) - The elected leader of the city. Weak-willed and openly corrupt, he is in everyone's pocket and wields little real power.

### Counts and Contessas

* **House Cordesco** - Leaders of the Imperialist faction, this house is known for its intelligence and blackmail power, and for brokering political favors. They also have control over many of the city guards.
	+ **Count Vittori Cordesco**
	+ **Contessa Mercedes Cordesco**
	+ **Nobelo Fulvio Cordesco** - Member of the Conclave. Brother of Mercedes Cordesco.
* **House Scuturi** - A wealthy house of traders and business leaders. Openly support the Golden Bond, and also believed to lean toward Memorialist sentiments.
	+ **Count Mauro Scuturi**
	+ **Contessa Lucrezia Nadia Scuturi** - Member of the Conclave.
* **House Vecellio** - The city's foremost naval power. Factionally, they have expressed Imperialist and Memorialist leanings.
	+ **Count Umberto Vecellio** - The city's Master of the Arsenal, he is officially in charge of the city's fleet and the Forinoan Arsenal itself. Member of the Conclave.
	+ **Contessa Raffaela Vecellio**

### Viscounts and Viscontessas

* **Viscontessa Ashena Baronti**
* **House Castiglione** - Leaders of the Golden Bond faction. Control mining and lumber operations on the mainland north of the city.
	+ **Viscount Algerno Castiglione**
	+ **Viscontessa Castiglione**
	+ **Nobela Gianna Castiglione** - Member of the Conclave. Daughter and heir of Viscount and Viscountessa Castiglione.
* **House Gotti** - The Gotti family has diverse investments around the city, most notably holding major shares in several mercenary companies. They wholly own and sometimes personally command the Vulpes Victrix mercenary band.
	+ **Viscontessa Daria Gotti** - A strategic mastermind. One half of the Twin Foxes. Youngest daughter of House Cordesco. Married to Viscount Gotti. Member of the Conclave.
	+ **Viscount Urbano Gotti** - A tactical mastermind. One half of the Twin Foxes. Married to Viscountess Gotti.

House Monalto - Leaders of the Memorialist movement.

* **Viscountessa Marissa Montalto** - Member of the Conclave.
* **Viscount/Viscontessa Pugliesi** - Major stakeholders in the Ballistaer Company.
* **Viscount Rosario Sinisi**

### Lesser Nobles

* **Barone Auditore**
* **Barone/Baroness Mattonaio** - Skilled bricklayers, they were raised to nobility after the Storm for their indispensible work in kickstarting brick production and construction.
* **Baronessa Ludovica Sciacallo** - Head of the Duelist's College. Sponsored to nobility in the Old World due to her long and legendary career as a duelist. Nicknamed "The Grey Jackal;" previously called "The Blond Jackal." Her icon is a golden jackal head in profile.
* **Cavaliere Artoro Foriaudi** - Member of the Conclave, sponsored to candidacy by House Sinisi to "keep things interesting." A hero of the Sealed Grave faction.

### Religious Leaders

* **High Priestess Diana Caporale** - Head of the Temple of Aegrid and its adherents.
* **High Priest Amico Mule** - Head of the Temple of Kurdan and its adherents.
* **High Priestess Oriana Deodato** - Head of the Temple of Seraglia and its adherents.

### Other Notables

* **Piero Bonomanni** - A leader in the Red Hart Mercenary company.
* **Spara Cagleoni** - A powerful wizard and member of the Circle of Eight. She was offered a lesser noble title but declined. Regardless, she still wields considerable power within the city, in addition to her work with the Chargarde.
* **Silvio Pulcinella** - The pseudonym of the most prominent gang leader in Forino. He claims much of the Worker's District as his turf. Masked and garbed in the costume of a traditional stock character (when he makes appearances), he is seen as an ally of the people despite his overt criminal behavior.
	+ **Arlecchino** - Arlecchino the Harlequin is Pulcinella's chief enforcer. He (or she, or it) is described as a hulking, masked bruiser in colorful and checkered but tattered garb. Arlecchino's nature is unknown, but he is rumored to be human, a construct, a devil, or possibly the assumed name of several separate people.
* **Thresher** - The leader or leaders of the Winnowers are known as the Thresher. They direct the activities of Winnower assassins.

## Hidden Lore

Knowledge History: DC 10

What happened to Cole Lottaro?
Unfortunately, Cole had neither the skill nor moral fortitude to properly fulfill his duty. While he managed to bring a number of Orcs through the Storm in relative safety, he became fascinated by how the energies of the Plane of Fire twisted them. After the Storm, he began experimenting on them, creating the Fire Orcs which attacked Frostholm early in its history. The original Heroes of Frostholm managed to track Cole’s Orcs back to Lungdespair, where they killed Cole and ended his cruel experiments once and for all.

## DM Only

DM Notes

TEXT GOES HERE