Sipra
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Tech Code:
Governments:
Religions:
Industries and Trades: Commerce (especially mercenaries), spices, gold, silver, gems (common and rare)
Major Terrain:
Primary Languages:
Major Settlements:

Geography


Physical Geography

Taccino Lake

Political Geography

Sipra is unique amongst the eastern kingdoms, the city of Sipra acts as the headquarters for all six of the great guilds, and as a result the city and its surrounds, making up the realm of Sipra, is neutral territory, and the guilds have all agreed that none of them will try to exert influence over this land. And astoundingly, so far the pact seems to have held. This has made Sipra easily the wealthiest land in all of the Southlands bar none, rivalling or perhaps surpassing those northern lands around the Inner Sea. But it has had the dual effect of impoverishing its neighbours, as all of the coin drains to Sipra, and only the inevitable aggressions of the guilds, unable to act on neutral soil, leak back out.

The government of Sipra is a form of authoritarian bureaucracy. The power of the Count is absolute, served by an extensive senate, on which sit anyone who seems important or influential enough to have a voice. Counts are not chosen through dynastic succession, as is the case in many Kelorn realms, and because the small size of Sipra precludes the possibility of a number of ancient noble houses, Counts are instead chosen from amongst the senate. There they undergo a traditional roster of tests designed to cover every facet of character thought to be needful for a ruler. The strongest contenders are taken to a conclave of the most influential priests of the land, where the final selection is made according to ancient and secret ritual methods. The only problem is that the guilds have not permitted the senate to vote for candidates in more than four decades, since the death of the last count, and so the Moon Throne remains vacant, and the influence of the guilds goes unchecked.

Social Geography

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Faith and Worship

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Setting Trait (value): name trait

History


Timeline

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People


Races and Nationalities

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Flora and Fauna

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Notable Individuals

Individual
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Culture


Social Etiquette and Customs

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Arts and Entertainment

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Architecture

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Diet and Eating Customs

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Fashion and Dress

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Religion and Philosophy

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Transportation and Communication

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Common Pass Times

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Political


Political System

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Legal System and Enforcement

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Military

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Technology


Architecture and Construction

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Daily Living

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Major Industry

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Medicine

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Economy


Trade

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Major Export and Import

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Money

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Today In Place…


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The Sprawling Southlands and the Western Kingdoms
Esterfel Sandour, Irak, Newhone, Kipir, Talrat, Verca, Lebros, Kadar, Zulgar, Qilkur, Maradahl, Azakay, Lamorand, Sipra, Eyat, Usuk, Alare, Zeytin, Braymen Plains
Saldania Ilmarrow, Doraim, Vledos, Kasharyk, Kadoc, Pelos, Bethamzthac, Balica, Karsuk
The Divide Arumthar, The Taurvann
Farland Usdai, Kimmura, Mzrad, Bulghaz, Perapos, Kayaba, Sudar, Sorâne, Hyd
Director's Miscellany Amenities, Gear, Prices, Professions, Random Encounters, Sample Characters, Series Loglines, Small Settlement Generator, Supporting Cast Generator