Kociru

Kociru is the imperial capital of the Lintanar Empire and a city of layered districts where giant-built monuments stand beside human workshops; it is split between a militant order that claims the throne's mandate and a cabal of powerful sorcerers who answer only to arcane consensus, and the streets mutter with espionage, refugees, and desperate commerce.

TypeCity
PopulationAbout 48,000 souls, plus a fluctuating number of soldiers and refugees.
WealthUneven — wealthy districts and ruined wards side by side
GovernmentCollapsed imperial capital in contested rule between a military junta and an arcane council
ReadinessFragmented but capable; city watch divided and both factions maintain patrols.
Kociru is the imperial capital of the Lintanar Empire and a city of layered districts where giant-built monuments stand beside human workshops; it is split between a militant order that claims the throne's mandate and a cabal of powerful sorcerers who answer only to arcane consensus, and the streets mutter with espionage, refugees, and desperate commerce.

Tense, smoke-scarred, and electric with arcane light and clanging steel.

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Connections

Geography

RegionLintanar Coast, at the mouth of the Silver Estuary
ClimateMaritime with cool fogs, frequent storms, and salty winds
TerrainTerraced coastal bluffs, crowded harbors, and rebuilt alleyways
Travel Links
Sea lanes to distant Lintanar provincesA coastal road to the Shield Ward keep and interior trade routesOccasional planar crossings rumored at the Obsidian Spire

Culture

Pragmatic, showy, and competitive where personal reputation and patronage decide survival.

Races
HumanDwarfHalf-giant administrators and heirsSidhe and other minor fey among entertainers
Religions
Ancestor veneration tied to giant housesA dozen civic cults including the Cathedral of LightsFragmented sorcerous circles that treat magic as doctrine
Arts & Entertainment

Theatres and odea feature tragedy and conjured spectacles, street performers juggle fire and illusions, and many painters and sculptors profit from conflicted patrons.

History

Government

LeaderDe jure: the exiled Giant Lord; de facto: Lord Marshal Hareth (Order) and Archmage Selvara (Sorcerers)
Collapsed imperial capital in contested rule between a military junta and an arcane council
Key Laws
Imperial Coin Tax still demanded from guilds and ports.Curfew imposed in combat zones but frequently ignored.Magic-use in public is regulated by the High Circle's edicts.
Problems
Open rivalry for control

The Lord Marshal enforces checkpoints while Archmage Selvara sanctions secret wards, causing regular skirmishes and divided loyalties.

Guild fracturing and trade disruption

Merchant guilds split their loyalties, raising prices and hiring private guards while the Guildhall tries to mediate.

Pockets of cultist violence

Small fanatic groups exploit chaos to attack rivals and desecrate temples, undermining civic order.

Economy

Industries
Maritime trade and ship servicesCeramics and potteryGuild-managed crafts and alchemical ateliers
Scarcity

Fresh grain and stable coin in combat zones are scarce and costly.

Wealth LevelUneven — wealthy districts and ruined wards side by side
Exports
Pottery and glazed ceramicsProcessed fish and salted goodsGuild-handled luxuries and arcane curios
Imports
Timber from inland forestsMetals and armsExotic spices and silks

Defenses

ReadinessFragmented but capable; city watch divided and both factions maintain patrols.
Fortifications
The shattered Keep of Shield Ward, partially held by militiasStorm-battered sea walls and defensive bulwarks at Dragon's DocksObsidian Spire wards around Beggar's Wharf—arcane and dangerous
Kociru Garrison / Order of the Shield(Approximately 1,200 organized soldiers plus irregular mercenaries)

A core of disciplined knights and militia under Lord Marshal Hareth, augmented by guild levies and foreign mercenaries.

Law & Order

crime Level
High in contested wards, moderate elsewhere as thieves profiteer from the chaos.
enforcement
Ad hoc and factional; law depends on the district and the sign on the guard post.
typical Punishment
Public lashes, fines paid to guilds, or, for political threats, imprisonment or disappearance.

Calendar of Events

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