Stronghold Toroban

The shining Capital City of Chalisar, Stronghold Toroban sits in the heart of the sovereign territories. Built centuries ago, the Stronghold is fully kitted out to be able to survive entirely cut off from anything beyond its walls. Within the stronghold is a well-kept forest tended by the Royal Woodsman, and a deep lake that draws its source from a portal to Hydwani, located up in the royal palace. The walls themselves stand 60ft tall, and are heavily enchanted with defensive wards resulting in them looking as pristine as the day they were made. Mounted on tracks that run the length of the wall are the crowning accomplishment of artificers from ages past, the Whispering Death Ballistae have seen victory in combat in 5 different centuries now. As the city grew, its populous spilled beyond the walls, farms and housing stretch our for a ways beyond its gates, but not so far as to be beyond the safety the stronghold provides.

## Society

#### General life

The people of Toroban are generally more well to do than their counterparts in outlying towns. Toroban is relatively safe these days with the exception of occasional raids happening along the outer most farms. Those who can afford to, or who are important enough reside within the wall, while the majority of the peasantry live just outside the walls. Inside the walls, the arts both mundane and arcane flourish. Poets and performers busk or put on shows, many shops line the streets offering everything from basic necessities to exotic items shipped all they way from Volarin. The people of Toroban have grown comfy within the walls, and with the comfort of peace they have sloughed off the stress of just trying to survive.

Outside of the walls is a slightly different story, there is still the general sense of safety, but there are no high walls between them and the dangers that lurk just beyond the watchful gaze of the city guard. Small farms and general traders make up the majority of the external buildings, all buildings must have an unlocked door at all times and it must be marked with a rune-light. Predators find their way into the streets at night, and this gives civilians constant access to safety in the event of such an encounter. As a result most buildings have a front door that leads into a small antechamber before continuing on into the house proper.

The Leading council of the city is fairly well known, King Hargrave Matelon represents himself, Kalidan Baustrom is the Head of and represents the Chimera Concord, Commander Vainglory for the Expeditionary Corps, and the elected delegates of the people are Lord Grimnar (leader of the city guard) and Pidlim Quickfoot. Lord Grimnar and Pidlim have held their position on the council for many years each, and are well liked by the populous.

#### Laws

Laws of Toroban
Locked front door (Outside the wall)
Public gambling
Public Prostitution
Theft of goods valued under 50 gold
Assault
Disturbing the peace
Public drunkenness or lewdness
Violation of curfew
 Felonies: Imprisonment
Protesting (outside of designated political venues)
Bribery
Destruction of property
Theft of goods valued over 50 gold
Robbery
 Capital Crime: Trial by peers
Piracy
Murder
Treason
Counterfeiting
Use of magic against a fellow citizen
Selling your soul to a dark god
Impersonating the king

## Notable Location

### Key locations

#### **The royal palace**

Look east to the highest point in the city, when you see it follow the spire down to the grand structure at it's base. There lies the Royal palace, well know for its grand gala's and public addresses, the palace is never quiet. A bustling workplace during the day, and a place for the well to do to let lose in the evenings. Spilling forth from the base of the palace is a constant stream of fresh clear water, ensuring that, even in the event of a siege, the people of Toroban will never go thirsty.

#### **The Secluded concord**

Unlike may of the other concords, that are built in central location in the other strongholds, the secluded concord lies just south of the royal palace and is relatively removed from the rest of the city within the walls. This construction dates back to the formation of the concord, a time when the common folk were wary of mages and wanted to keep them at an arms length. As such, Toroban has a much less centralized magic district and you will find licensed vendors of magical services dotted throughout the city proper. The concord is a quiet place for the magically adept to train and study away from the noise of the Stronghold

#### **Athenaeum of knowledge**

On the west end of town there is a massive square tower, within you will find many book, scroll, and records from all over the plane. This is the Athenaeum of Knowledge, and its keepers are the Order of Ancient Secrets.

#### **The various religious installations**

Scattered around Toroban, each deity has their own place of reverence; *Mothers shrine*, on the edge on the Kingswood; *The Vermillion Cathedral*, offerings to the Astral Dragon are places upon the alter within this modest place of worship; *Drowned mans respite*, a monument to the Fathoms on the edge on the lake; *The Dawn-Spire*, a great statue of a man holding aloft a scepter, within the scepter is a gem that catches the first light of dawn and sends it shimmering across the faithful who pray beneath; *Full Moon Temple*, supplicants here offer strands of thread, hoping to gain good fortune in the process; *The Church of The Saints*, located beside the Royal palace, this resplendent creation houses altars to each of the Saints.

#### **Fool's Fate**

Located just past the gates of the Stronghold, the Fool's Fate compound is unmistakably the headquarters of the expeditionary corps. The buildings are basic but highly functional, and people wandering around have the hardened look of people who have seen combat.

#### **Toroban Tradehouse**

Just a few blocks away from the main gates of the stronghold, the Tradehouse is the main shopfront of the merchants combine within Toroban. The Tradehouse is responsible for the purchase and distribution of all non-standard products. merchants will put in requisitions for items with the Tradehouse, and then the trade house will inform them once the requested inventory is acquired. The majority of the trade goods purchased come from items retrieved by ranger and seeker teams, but most citizens will come across goods in their daily life that the tradehouse is on the look-out for.

### Other places

#### **The Kingswood**

spanning the southern wall, the Kingswood is a protected forest tended to by the Royal Woodsman. They keep the wildlife healthy and grow all nature of plants to supply the concord and the various apothecaries in the Stronghold. All entry is forbidden unless you have the kings blessing, resulting in many conspiracies' cropping up about what goes on in the woods.

#### **Alira's home for wayward children**

A modest building near the town square, all children without parents are kept and cared for here by Alira and a few volunteers. The home is a little run down, and looks worn from use. The children who live here have basic clothing and get at least one meal a day. Alira herself is growing on in the years and always looks tired, but never rests until the children have been cared for.

#### **The Town Square**

With space holding a premium within the walls of the stronghold, the large open area of the town square is a unique setting in the city. Located more or less in the middle of the city proper, the town square is used for everything from trade, to performances, to a gathering grounds. Even in the quiet of the night there are frequently stalls and tents dotting the area.

#### **Merchants district**

Preferring to keep the bulk of the Strongholds trade in one location, the merchants district is down by the docks on the west side of the lake. all trade coming in and out of the city is loaded and unloaded here, sent of to one of the many warehouses in the area. from there the goods are delivered to the buyers deeper in the city. This district of the Stronghold is the most patrolled by the city guard.

#### **Dockside**

Ships, both cargo and pleasure craft, line the docks on the north-west side of the lake. A fair part of Toroban's local food supply come from fishing , so the docks are usually a buzz with activity.

#### **The Guardhall**

Headquarters of the town guard, the guard hall is open to all 24 hours a day 10 days a cycle.

#### **The Emerald Eyes Tavern**

The Emerald Eyes is a bustling tavern near the palace grounds. It is run by Elves, and its main attraction is a beautiful elven singer who entertains the guests. The tavern is always bustling, with its main floor boasting two bars and a large dance floor, the second floor is mostly general seating, and the third floor is VIP booths.

#### **The Crooked Goose Tavern**

A run down establishment that has been lacking in any proper management for multiple years. It is a lucky day that the tavern sees more than one or two patrons.

#### **Thingmakers**

a small shop near the town square, Thingmakers has a reputation for being exceptionally good at crafting unique and intricate orders. The halfling couple that run the place are very proud of their work and happy to take on challenging orders.

#### **Leopold's Emporium of Curios and oddities**

Up in the palace district, a ramshackle building stick out like a sore thumb compared to the pristine building surrounding it. However, upon entry the visitor is treated to a lavish interior with shelves full of curios and oddities. The owner of the shop is a little strange, and not always very helpful, but seems honest enough

**Bellow's Breath Smithy**

Just opposite the Fool's Fate, a large stone and thatch building is filled with the constant ring of metal striking metal. The Bellow's Breath is a well renowned smithy specializing in arms and armor, but its owner has been known to take on special requests from time to time.

**Bunsen, Bunsen, Bunsen, and Benson Enchanting**

Skilled enchanter employed by the Chimera Concord, they charge a steep rate but can quickly and reliably procure the enchantment you desire.

## Local groups

**The crystal Troup**
local entertainers specializing in acrobatics and performances of daring and prowess. The C3 party talked to a few of the troupe members while looking for a devil that was hiding in the city. Kelly was one of their star acrobats

**Myrriad.**

little is known about this group, but they have been linked to multiple organized crimes within Toroban.

## NPC's

a comprehensive list of every NPC the party has met.