Sentinel's Watch

A massive, warded citadel floats at the lake's center and the city rings its shores under a shimmering shield, while ethereal stairways appear only to registered residents and Sentinels; eldritch armaments and wizard towers bristle from every rampart, and golem sentries patrol marble avenues and modern streets alike.

Metropolis

Sentinel's Watch

A floating fortress of warded walls and living laws, where the glow of residency is the only true passport.

TypeMetropolis
Population25,000
WealthAffluent and heavily militarized
GovernmentMilitarized oligarchic meritocracy led by the Sentinel's Watch command
ReadinessConstant high alert with rotating watch cycles and full war drills monthly.
A massive, warded citadel floats at the lake's center and the city rings its shores under a shimmering shield, while ethereal stairways appear only to registered residents and Sentinels; eldritch armaments and wizard towers bristle from every rampart, and golem sentries patrol marble avenues and modern streets alike.

Humming with disciplined magic and military precision, yet threaded with quiet rivalries and academic pride.

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Connections

Geography

RegionCentral Atrix Plains
ClimateTemperate with wide seasonal swings and frequent clear skies over the lake
TerrainGrassy plains and rolling hills that slope into a large central lake with two converging rivers
Travel Links
Riverway barges to LowharborArcane convoy route to IronfenSkyship berth for distant islesHidden teleport nodes for residents

Culture

Merit and oath above birth; discipline, study, and service are the highest virtues.

Races
HumanElfDwarfHalf-ElfGnome
Religions
Order of the Four WardsCult of the BeaconOld Plains Ancestors
Arts & Entertainment

Formal dueling salons, arcane theater, wardcraft exhibitions, and minstrel houses feature both classical plays and conjured spectacles.

History

Government

LeaderMarshal Commander Ilyra Voren
Militarized oligarchic meritocracy led by the Sentinel's Watch command
Key Laws
No unregistered resident may enter or remain within the city without escort.Unauthorized planar travel within city bounds is a capital offense.Ward tampering or disabling city armaments carries indefinite demiplane imprisonment.
Problems
Rising friction between training academies

Arcane and martial trainers argue over recruitment quotas and funding allocations.

Smuggling of forbidden planar artifacts

A covert ring moves small planar relics through escort loopholes, undermining ward integrity.

Economy

Industries
Wardcrafting and enchanted armamentsMilitary training academiesArcane research and teleport logistics
Scarcity

Unregulated magical reagents are scarce and strictly rationed.

Wealth LevelAffluent and heavily militarized
Exports
Eldritch munitionsWard matricesGraduate Sentinels and instructors
Imports
Exotic spell componentsRaw ores and timberCivilians' luxury goods

Defenses

ReadinessConstant high alert with rotating watch cycles and full war drills monthly.
Fortifications
Floating citadel walls lined with eldritch cannon emplacementsArcane shield ring projecting anti-magic and Wall of Force layersWizard tower network capable of bombardment and planar maneuvers
The Sentinels(~10,000 active members)

Elite mixed corps of arcane guardians, eldritch artillery crews, mounted griffon squadrons, and mage-hunter golem units.

Law & Order

crime Level
Low for ordinary theft but persistent for illicit planar dealings and espionage.
enforcement
Strict, proactive, and magically augmented with golem patrols and ethereal scanners.
typical Punishment
Detention in demiplane cells, loss of residency glow, or exile and revocation of city privileges.

Calendar of Events

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