Duskmire

Situated on the cusp of a verdant valley against the rising hills lies Duskmire, an ancient capital founded upon a well of magic. Its awe-inspiring skyline is peppered with a unique arrangement of towers and spires, built from all manner of stones, crystals, lumber, clockwork, and even vegetation. Towering, well-patrolled walls surround the magnificent city and elicit a defined sense of security for all inhabitants, temporary or permanent. However, no great concentration of creatures will ever be purely peaceable, and Duskmire's seedy underbelly, based out of the slums, is proof.

Renowned for its University of Magic and devotion to all facets of knowledge, Duskmire is host to a steady stream of travelers year-round, and home to all manner of races. Of particular celebrity are the gnomes, whose cleverness and ingenuity have birthed two of Duskmire’s main attractions. At the heart of the capital's botanical district one can find the first: the Clockwork Gardens, a sanctuary where plants of metal and gears are perfectly syncopated to bloom with the sunrise and sleep with the sunset. As mesmerizing as the gardens are, it is the second attraction that more often inspires gossip and intrigue. This attraction is the club, Gnomish Nights. Admittance to the raucous night haunt is limited to shortfolk only, with fliers lining the bottom of every building and fence calling them to attend. Club proprietor and sorcerer extraordinaire, Xarzival, can often be found there of a night, delighting guests with his magic and his dancing automatons. Many suppose it is the rarest magic of all that allows Xarzival to maintain both this extravagant night-life and his position as the University’s headmaster.

Duskmire prides itself on being a hub for diversity in populace, study, and thought. As such, it never ceases to amaze its denizens. In need of entertainment? Try an ale at the market district’s Mage Hand Inn, where wait staff line the walls and provide all service with ethereal disembodied hands! While you're at it, pop into the Market Theatre next door to see what hot tickets are on sale for the night's performances. Hoping to strike a lucky bet, or release some pent up aggression? Vartak’s Arena has you covered as a spectator or contender, and even has open positions for security detail (they promise it pays well). In need of an adventure? Rumor even has it that below the relative modernity of Duskmire lies an ancient web of caverns, though who can say if such whispers bear truth? There have been those strange occurrences… could the mages just be experimenting again?

Government & High Society
Leadership: Elected Council. Prominent members of the community were chosen to lead the capital collectively. Leadership Unity: Uneasy. Something feels off, but it may just be that someone is having a bad day. Governing Priority: Enlightenment. The leadership prides itself on intelligence and wisdom, typically making choices that preserve culture and heritage or reinforce the community’s access to knowledge and understanding. Priority Approach: Peaceable (Moderate). An agreeable stance is taken unless heavily provoked, when an aggressive response is carefully deliberated. Deals and negotiations are preferred, but shows of force, or use of leverage, are not completely unheard of. Priority Success: Mediocre. The leadership has made small steps in realizing its priority, achieving, perhaps, a single milestone. Leader 1 • Name: Bobdon Hightide. Head of the Arcane. • Lifestyle: Distinguished. The leader aspires to quality and high-functionality, but without concern for needless luxury or vanity. • Residence: Large House. The leader’s residence is large enough to make an impression and, potentially, have some spare rooms. • Intent: Genuine. The individual lives this lifestyle because they truly believe it is good/right/acceptable to live this way. This (whether positive or negative) might be based on influences from their life, such as how they were raised, or even a sense of entitlement. Leader 2 • Name: Quintus Finewire. Head of the Merchants. • Lifestyle: Ostentatious. The leader revels in comfort and luxury, probably to excess, or endeavors to project such an image. They aim to inspire awe and jealousy in all who see them. • Residence: Large Mansion. The leader’s residence likely has many spare rooms, as well as plenty of space for recreational rooms. • Intent: Unknown Alternative. The individual is living this lifestyle because they simply do not really know (or have forgotten) how to live any other way. Leader 3: • Name: Vartak Grimwrath. Head of the Arena. • Lifestyle: Respectable. The leader’s lifestyle is unassuming, but comfortable, appropriate to one in their position. • Residence: Modest House. The leader’s residence is just enough to accommodate their needs. This may garner positivity among the poor or frugal, but may also draw derision from the wealthy or extravagant. • Intent: Genuine. The individual lives this lifestyle because they truly believe it is good/right/acceptable to live this way. This (whether positive or negative) might be based on influences from their life, such as how they were raised, or even a sense of entitlement. Connections: 3 • Connection 1: Ally - Trusted. The relationship is solid and unlikely to be shaken. Trust is likely founded on concrete elements, such as mutual admiration and/or shared interest. • Connection 2: Ally - Trusted. The relationship is solid and unlikely to be shaken. Trust is likely founded on concrete elements, such as mutual admiration and/or shared interest. • Connection 3: Enemy - Hated. The relationship is bitter and, barring an amazing turn of events, unsalvageable. This hatred could have stemmed from a perceived (or actual) insult, an attack, or opposing interests.