The World Of Khoras - Civilization - Cities

Tyrrenkor - Capital City of the Coalition

"It's the kind of town where they don't wait for you to die before fighting over your boots."
-Sancho, Captain of the Warthog

Tyrrenkor, capital city of the Coalition

Ruler The Council of Seven
Population 51,500
Demographics Human 25%, Ogre 20%, Orc 20%, Saurian 20%, Skrell 6%, Goblin 4%, Dwarven 4%, Grum 1%
Adjectival/Demonym Tyrian/Tyrians
Languages Southern 30%, Drakkellin 20%, Ogrish 10%, Orcish 10%, Goblin 10%, Sauric 10%, Baenese 5%, Rukemian 5%
Nationality Coalition
National Colors Black and grey
Year Founded 2366
Currency All currencies accepted. Much trade and barter.
Natural Resources Iron ore, stone, gold, copper, various precious stones, maritime fauna and flora
Manufactured Goods and Major Exports Quarried stone, jewelry and gems, iron ingots, fine crafted steel products especially weapons and  armor, poisons and toxins, healing herbs, drugs.
Wealth Average
Government Type Oligarchy
Government Stability Unstable - minor friction between ruling groups
Allies Various groups in the Pirate Isles
Enemies Garrison, Mercia, Ormek, War Vale, Rukemia, Drakkellian Alliance
Walled No
Crime Level Very High
Technology Level Middle Ages
Primary Religion Karenia
Other Religions The Three Fates, Drenmoragin, Daramis, Kael, Agethos, Magrizath, Belhelizar
Climate Temperate to tropical
Terrain Mountainous

Overview

Tyrrenkor is the capital city of the Coalition. It is situated at the mouth of the Blood River at the end of a long and narrow bay. The city is a racial melting point with significant populations of humans, ogres, orcs, saurians, dwarves and grum. It is home to a strong military, a large fleet of war ships and an active seaport. It is a somewhat dangerous city with a high crime rate.

History

The Sentinel Mountains were nothing but a war-torn, ravaged area after the Great War having been the eastern third of the Traxx Legion and an area of heavy fighting. When the Traxx Legion broke up, it disintegrated into dozens of smaller groups. Many of these scattered groups and individuals lived in the mountains... renegades, survivors, criminals all found safety and solace among the rugged peaks. Eventually, seven major groups formed from these people. For centuries, these groups fought with each other. Finally, in the summer of 2366, these seven gathered on the battle field in a ceremony of peace and united into a single nation - the Coalition. For the past four centuries, these seven groups have managed to maintain a precarious balance of power. No single group is powerful enough to lead the others and all depend on each other to survive. While these seven groups meet in council, make policies and attempt to hold a proper court, the Coalition, to this day, lacks true leadership. It is the primary reason why this large and powerful nation has not been successful in expanding its territory.

Government

The Coalition is ruled by seven distinct groups that work and rule together. These seven groups vary in size and power, but all have an equal say in how things are run. In Tyrrenkor, the government consists of a central council of representatives. Each of the seven groups is represented in the council by one to three members (depending on the size and strength of the group). The council is known as the Council of Seven, referring to the seven groups. The Council varies in size from year to year, but is usually between 12 and 24 members. This Council votes on all matters pertaining to the nation.

A representative from the Goblin Kingdom also sits on this council, but not as an active member. There is talk of the Goblin Kingdom joining the Coalition as an official member.

The seven groups that rule the Coalition are:

  1. The Brotherhood of the Serpent Tongue - A huge group of militias, mercanries, bandits, hunters and woodsmen including ogres, humans, saurians, orcs and goblins. This group serves as the "wilderness militia" of the Coalition and guards the borders and patrols the realm. Members fork their tongues as a sign of devotion to the group.
  2. The Chosen - A mysterious group of beings that appear human, but whom legends name vampires. These reclusive creatures are said to be immortal and feast on the souls of the living.
  3. The Fellowship - A major church which oversees a large crime cartel. The church has a network of spies and a faction of assassins.
  4. Peil's Thunder - A large and well organized mercenary company which serves as the bulk of the Coalition military. Consists of over 20,000 soldiers which are mostly human, ogre and orc.
  5. The Order of the Vile - A group of alchemists, herbalists, wizards and sages.
  6. The Selari Knights - A small, but powerful group of unholy priest/knights that use steel and spell to bend others to their whim.
  7. The League of Stone and Steel - A powerful guild of craftsmen, smiths, masons and miners.

The Hall of Seven

Central government building and military headquarters. This large hall is where the seven groups meet in council. Hafsted the Blind is the blind orcish chamberlain who runs this place with a small staff. The Hall of Seven is a huge castle with seven massive towers around a central core tower. Each of the seven groups controls one of the seven outer towers. The central tower is where all groups come together to meet.

Law

There are plenty of taxes, tariffs and fines to bring money into the coffers of the city. However, the laws of the city are fairly lax. The city gates are open to all. People are free to come and go as they please. Petty crimes are common and usually dealt with the by the city guard in the streets. More serious crimes will bring swift and harsh punishment. Public whipping, time in a pillory or imprisonment are all common. This city executes criminals regularly. Hangings are an almost daily occurance. Despite the harsh punishments, crime is still a major problem in Tyrrenkor. The city guards and magistrates are both systems that suffer from corruption within. On the streets, justice belongs to the strong. In the courts, it belongs to those who can pay.

Military

The mercenary unit known as Peil’s Thunder provides city wide security and patrolling for all of Tyrrenkor. These warriors wear a variety of studded leather or scale mail and an equally diverse spectrum of weaponry. They all wear short black capes and carry stout shields bearing the symbol of the Peil's Thunder military group. These men are paid to keep  the peace and make an example of trouble makers.  They have few restrictions on their authority. They are as likely to let fights finish and then simply arrest everyone and steal everything. The city guard of Tyrrenkor have earned the nickname of "Hellhounds".

Religion

This dark realm worships the darkest nether lords. Major temples include: Karenia, Belhelizar, Agethos. Minor churches and shrines include: Daramis, Drenmoragin, The Three Fates, and Kael.

Economy

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Guilds and Organizations

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The Seven

Of course, the seven most important organizations in the Coalition are those powerful seven groups who make up the bulk of the government. These seven groups include the Brotherhood of the Serpent Tongue, the Chosen, the Church of Karenia, Peil's Thunder, the Order of the Vile, the Selari Knights and the League of Stone and Steel. Quite often, these seven groups are simply referred to as "the Seven".

 

Name and Proprietor Description
Tower of Darkness
Ulgoar Mathoc
Guild Hall - The Chosen dwell in a dark tower at the center of Tyrrenkor. Ths huge building is ten stories with labyrinths stretching to unknown depths beneath it. Fear hangs over this tower like a brooding cloud. Even the other citizens of Tyrrenkor tread carefully about this place.
Necrosin
Jaggar Poul
Guild Hall - The Necrosin is a large building of black stone. This is the home of the Fellowship and main temple of that evil religion.
Thunder Keep
Tomoc Edrith
Guild Hall - This large castle houses the officers and several divisions of the mercenary corps, Peil's Thunder.
Cauldron
Oran Clontir
Guild Hall - The Cauldron is the home of the Order of the Vile. This odd assortment of alchemists, herbalists, sages, wizards and tinkerers work to devise all manner of poisons, potions, magical items and weapons. They guard their secrets jealously behind stout walls. The Order makes its goods available to any who can afford them.
Morrenkreg Keep
Spencer Strachan
Guild Hall - Morrenkreg Keep is the home of the Selari Knights. It is a sprawling castle with many turrets and balconies and is home to over 800 warriors, servant and knights. Spencer Strachan is the castellan charged with the care and order of the castle and the troops within. The Selari Knights are ruled by the reclusive being known as Selar.
League Hall
Asher Poladan
Guild Hall - The League of Stone and Steel meets and works in the League Hall, a six story tower of stone. The League employs many craftsmen and smiths and sells a wide variety of weapons, armor and equipment.

 

The Mariners' Eyes

The Mariner's Eyes is a private organization that functions as a network of information brokers. They maintain a watchful eye over the people and activities of Tyrrenkor, collect information and sell that information where it will generate the most profit. They have dozens of spies wandering the streets and monitoring the activities of important people. Due to their small size and limited resources, they tend to focus their efforts on specific targets, those people whom wield the most power. They also hire out their spies on a mercenary contract basis for any organization with the means to pay.

Important People

General Karoch Peil, Leader of Peil’s Thunder

Peil is a large man with a bushy grey beard, heavy scale armor and an iron helm shaped into the likeness of a dragon's head. His sword is likewise impressive for it is toothed. He is the supreme military commander of Peil's Thunder, the largest mercenary corps in the Coalition which enjoys government funding.

Oran Clontir, Leader of the Order of the Vile

A large, fat  and completely hairless albino. This man is the leader of the Order of the Vile.

Selar, Ruler of the Selari Knights

Selar is something of a mystery. He is very reclusive and rarely leaves Morrenkreg Keep. Reports of his physical description varies. Some describe him as an old man, thin and wrinkled, who leans heavily on a silver staff. He dresses in shimmering dark blue robes and wears a tall crown which appears to be fashioned from blackened bone. He has also been described as a giant of a man wearing full plate armor which is as black as night. No one knows what his true form might be.

Caeqor - Independent Magi and Advisor to the Council of Seven.

A mysterious hooded and masked wizard whose face have never been seen. Dwells in a dark tower in the city and serves as an advisor to the ruling council.

Mallius - Renegade Dragon Knight

A former member of the Order of the Drake, this renegade knight now flies about the Coalition and surrounding south lands on his firedrake steed. He is often seen coming to and from Tyrrenkor. It is rumored he sometimes works for the Council of Seven.

 

Culture

Tyrrenkor enjoys very warm, rain-free weather for most of the year and most people don’t wear a cloak. For the most part, the rule is light clothing, light armor and light weapons. Anything heavier is too uncomfortable. Partly because of the weather and partly because of the stern nature of its citizenry, weapons are typically worn outwardly and exposed. But just because you can see a man’s knife, don’t think its his only weapon.

The citizens of Tyrrenkor are a practical, if somewhat paranoid, people. It is typical, even expected, that most people have small concealed weapons about them. Possibly poisoned. Self defense is necessary after all.

Jakhora

Because of the large number of saurians present in the Coalition, it is natural that they gather to celebrate the Jakhora. This celebration is held in the city and all saurians in the city and from surrounding towns and villages will attend. This wild three day celebration involves many duels and contests in the local gladiatorial arenas and fighter pits. Taverns see a surge in business and barroom brawls become even more frequent than usual.

Sundering Festival

As in most civilized lands, Tyrrenkor holds a one day summer celebration to commemorate the Sundering of the sun.

Reaping Festival

In the middle of the fall, the city of Tyrrenkor holds the Reaping Festival... an end of the year celebration held after the crops are brought in and there is plentiful food.

Blood Feasting

An annual festival that celebrates the unification of the seven guilds and the formation of the Coalition.

City Districts

The city of Tyrrenkor is divided up into dozens of small districts and sections.

The Dregs

The Dregs is a section of the city that has been quarantined from the rest of the city. There is only one gate leading into or out of the tall walls that surround this town quarter and it is guarded. This section of town is where the city disposes of anything undesirable. Criminals, fugitives, slaves, suspected plaque carriers, garbage, corpses, etc are all routinely dumped into this section of town and conveniently forgotten about. The Dregs is a lawless town quarter. The city guards do not patrol here. The nobles pretend it's not there. This is the dark closet of Tyrrenkor. Life is hard in the Dregs. The few convicts who have actually managed to survive this disease ridden hell hole do so by fighting over the scraps of garbage and hunting rats (and sometimes each other). A small group of bandits has developed here. They call themselves the Dreg Lords. There is one secret entrance/exit to the Dregs. The Dreg Lords control it and they have managed to keep it secret from the authorities so far. They will allow the use of this secret entrance for a hefty price. The Dreg Lords could leave, but they rather like the complete autonomy they enjoy within their little realm. In addition, their leader's state of mind is questionable.

 

Monuments and Public Spaces

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Architecture and Infrastructure

Sewers

Tyrrenkor has a sewer system with underground tunnels which carry wastewater to deep cisterns that empty out into the deep harbor. Many of the older and larger buildings have latrines that connect directlty to the sewer system. There are also a number of public latrines and waste pits that do the same.

Street Lights

Tyrrenkor city is lit at night by a number of tall stone pedestals with large iron braziers atop them. Large fires are lit in this large iron braziers and let burn through the night.

The Tower of Caeqor

A large black tower of rock stands like an inky black scar on the face of the city. This large tower stands 22 meters (70 feet) tall jutting from a rocky outcrop overlooking the slums of the city. It has no visible doors or windows, although windows do sometimes appear as lights have been seen coming from the tower at night. This tower is the home of Caeqor, a mysterious hooded and masked figure whom some say is not human. He is said to be a powerful mage and is known to be an advisor to the ruling council.

 

Crime

The underworld of Tyrrenkor is a complex web of groups that are constantly warring with each other. Just about every organization, guild and secret society has agents and spies in the field. This includes the government who probably has more spies and covert agents than all the rest put together. There are no less than 17 independent rogue guilds operating within Tyrrenkor including the War Dogs detailed below. Some are common thieving groups. Others are more specialized dealing in information, fencing or protection rackets. Beyond these 17 there are the Chosen and the Fellowship and the Selari Knights who all contact covert activities, common thievery, assassinations and smuggling. It is sometimes difficult to tell the criminals from the lawmakers here.

The Company

This shadowy criminal organization based out of Drakkell is rumored to have its hooks into many underworld crime rackets in the Coalition. The full extent of the Company's dealings in the Coalition will probably never be known, but it is likely that they conduct much business here.

The War Dogs

The largest criminal guild in the city of Tyrrenkor. Estimated between 200 and 300 members.

The Dreg Lords

A small thieves guild that operate exclusively in and rule over the Dregs, the only quarantined city district.

 

Inns and Taverns

Name and Proprietor Description
Kettle and Tankard
Hadric Tanner
Brewery/Pub/Tavern - The Kettle and Tankard is a large brewery and pub run by an ogre brewer, an orc and a dwarf. Hadric Tanner, the orc, is the owner of the bar with a charismatic streak. He tends bar and makes sure everyones tankard stays full. Broth, the ogre, is the brewer (and bouncer when need be). He runs a very clean and organized kitchen and carefully crafts each batch of ale. Ugan Vrin, the dwarf, does the paperwork and finances.
Wyvern's Tail
Glencargel Fen
Inn/Tavern - A tall, friendly man with a mane of fiery red hair. Fen is a tough man and a great fighter, but also has a heart of gold. He enjoys looking out for the underdogs in Tyrrenkor and taking care of those who aren’t able to take care of themselves. This may mean stepping into a fight to defend a weakling from a bully or taking a street urchin into his home for a hot meal and a safe bed. This kind of behavior would get Fen into all kinds of trouble in a city like Tyrrenkor if he weren’t such a great warrior. He is also an honorable fighter – never lowering himself to the dirty street fighting that is so common among brigands and bandits. He always offers his opponent a way out and will often choose to talk instead of fight. He enjoys telling tales, but tends to be a bit long winded. Those unfortunates who he takes under his wing have to endure the stories.
Red Wolf Alehouse
Tomas Wolf
Tavern - Tomas Wolf runs one of the more gregarious taverns in Tyrrenkor. Bar fights are common and all comers are welcome. Here one can find human brigands, orc warriors, ogre captains, pirates and thieves sitting and drinking along side common citizens, farmers, travelers and craftsmen. Tomas Wolf, a handsome 35 year old human ex-warrior who has settled down to run his father’s tavern is rumored to be having a torrid love affair with the madame of the local brothel.
Shard of Bone
Norian Tyr
Tavern/Inn - The Shard of Bone is a small tavern run by a bitter man named Norian Tyr. Norian is a tall man (6 foot 7 inches) with a curly mane of hair and mustache. He often wears furs and a steel breast plate, reminding him of his former days as a captain in the Coalition militia. Norian hates Tomas Wolf and is in direct competition with the Red Wolf Alehouse. In addition, Norian lusts after Jesamin Bryth, often visiting her brothel daily but never having the wealth or nobility to catch her eye. The recent rumors he has heard that she and Tomas may be lovers infuriates him to the point of madness. He will often speak badly of the Red Wolf Alehouse to guests.

The Shard of Bone has watered down ale, poor quality food, two dozen small and dirty rooms and a large common sleeping room that can be had for a copper.

Sword and Skull
Wulter and Okar Blackblade
Tavern - A rough and rowdy tavern frequented by Tyrrenkor's most unsavory types. Assassins, thieves, bandits and mercenary soldiers are the usual clientele. Bar fights are very common. Orcs, ogres, saurians and other humanoid races can be found here. This large tavern is run by a pair of brothers, Wulter and Okar, who purchased the place 12 years ago with the profits from their gladiator days. Both are ex-pit fighters and wrestlers and were very successful. Okar is married and has three daughters. Wulter has yet to settle down and is usually the one to break up the barfights and keep the peace. The food here is of poor quality, the ale is watered down and the private rooms in the back are small and dirty.
Draloc's Pit
Draloc
Gambling Hall/Tavern/Inn - This huge establishment is famous throughout Tyrrenkor and is one of the most popular destinations in the city. It is, first and foremost, a gambling hall. Most betting surrounds arranged fights that occur in the central fighting pit. Mock battles, one on one duels, group combat and fights to the death occur nightly. Crowds on three tiers of balconies line the pit and cheer on their favorite contenders. The betting is as fierce as the stench of ale and tobacco. In addition to fighting and gambling, this establishment serves food and drink and has 17 rooms for rent and two large common rooms. Four private meeting rooms are available in the back.

Shops

Name and Proprietor Description
Bleeding Crescent
Gloran Tymok
Smithy -  Gloran Tymok, a half ogre, is a good smith with a creative flair. Most of his work is on commission. He specializes in odd jobs and unique weapons. Many of his creations are variations on traditional designs. Some are completely original types of weapons from his imagination. Two bladed swords, crescent swords, viper blades, five prongs and blood hammers are just some of the fanciful names of his unique weapons.
The Raven and the Serpent
Jesamin Bryth
Brothel - Jesamin Bryth is a fantastically beautiful woman with raven black hair and the bronzed skin of a southerner. She has dark, smoldering eyes that glitter and high cheek bones which hint at a possible elvish heritage. Her suitors are too numerous to count as half the nobility in this city would kill to have her. Still, she has maintained her reputation as a skilled and discerning high class whore. A single night with her is said to cost 100 gold lords. She takes few clients these days to concentrate on running the brothel. Rumors hint at a love affair between her and Tomas Wolf. Jesamin has powerful friends in the city and this keeps her and her girls safe.
The Laden
The Karan Brothers
Trading Post - This large trading post is housed in a four story stone and timber building. The Laden is one of the oldest establishments in Tyrrenkor, having been founded by a pair of brothers, both retired members from Peil's Thunder. Now, the four sons of the elder founder run the company. Hagan, the oldest brother, is the leader and tracks the inventory and money with meticulous attention to detail. The second oldest, Pallo, is the security expert and does repairs around the building and maintains the doors and locks. Kreve, the third brother, is the talkative charismatic salesman who interacts with customers. The youngest, Hunris, is a dreamer who dabbles in magic and helps little with the business. The trading post itself is a well ordered business that deals in trade and barter and has just about anything anyone could possible want. Weapons, armor, clothing, leather goods, boots, cloaks, saddles, blankets, cooking ware, lanterns, tools and so much more are all here. The store occupies three floors. The four brothers live on the top fourth floor.
The Wounded Petal
Tabius Coth
Alchemy Shoppe/Apothecary - This large shop is a mix of apothecary, herbalist shopee and alchemy laboratory. It is run (openly) by the Order of the Vile and this is their chief means of selling their wares to the public. During business hours, there is a staff of 10-12 people on duty organizing, filing, packaging and selling everything that the Order manufactures. Here one can buy a variety of poisons, toxins, antidotes, acids, soaps, perfumes, love potions, sleep potions, glues, solvents, paints, drugs, healing potions, tinctures, lotions, teas and tobaccos.
The House of Thorns
Portho Bariask
Apothecary - This store sells all manner of things derived from plants: natural poisons and antidotes, herbs, tobacco, drugs, spices and a variety of edible plant based foods. Since all such things are the province of the Order of the Vile, the local apothecary guild, this shop is in direct competition with the Order. However, the proprietor, Portho Bariask, a former member of the Order, is openly defiant of that guild.  Great tension exists between the Order and this independent herbalist. He is driven to have better products and sell them at lower costs than the Order and he often succeeds. Portho also brews and sells simple potions.

Rumors, Gossip and Adventure Ideas

The Order of the Vile (or one of the other ruling groups) is planning on pulling out of the Coalition.

A major military offensive is being prepared for one final assault on Garrison and this time, the fortress city will be wiped out.

A saurian chieftain has risen to power and united four large saurian tribes. These saurian tribes have started a rebellious uprising, refusing to be ruled by the Coalition, and have won several major battles against the Brotherhood of the Serpent Tongue.

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