Solsguard is city located on the western coast of Idryllia's Southrealm. Founded on the ruins of Aergoth by Mariner refugees from the Western Isles, along with Gear Gnomes, and scattered Aergosians, it has risen to become a major power on Idryllia. Perhaps its most prominent features are its stance against Arcane Magic, and increasing potent use of Gear Gnome machinery.
History[]
Age of Reclamation[]
After the fall of Bastion, Markus Khamar led the Mariner refugee fleet across the ocean to Idryllia, landing at the ruined, but functional ports of Aergoth. Uniting with the remaining Aergosians they would drive the Scaled Folk out of their holding in the southern part of the ruins. Recruiting large numbers of Gear Gnomes, they would commence building a new city out of the ashes out Aergoth, naming it Solsguard (Sun's Guard), due to its western location facing the sunset over the ocean.
Age of Mortals[]
Solsguard has matured from a fledgling city into a powerful city. While it continues skirmishing with the Scaled Folk, and has very tense relations with Laycin, their sea trade is unmatched, and the machines of the Gear Gnomes give them a unique tactical advantage. Following perhaps in Aergoth's footsteps, they also administer fledgling colonies seeking to reclaim the Western Isles, and along the Wild Coast.
Government[]
Solsguard is ruled by the Great Captain, counselled by the High Captains. Thus far, there have been two Great Captains, Markus Khamar, and his successor Darul Madras. The High Captains are elected by the people, often prominent military leaders or eminent merchant-sailors. From the Gear Gnomes, a Chief Artificer is sent to advise the council, simply chosen by the Gear Gnomes as needed. The current Chief Artificer is Nobrus Coppercast.
Resources[]
Solsguard is gradually taking over most of Aergoth's former resources, including mines along the western Spine Range, and the lumber of Aergoth Forest. The Mariner's seafaring skills also lend themselves well to large fishing work. They also have Gear Gnome machinery and Mariner ships, both of which are rarely sold, but rented to others as services.
Diplomacy[]
Solsguard has adequate relations with most places, and actively pursues trade with them. They have an alliance with Valdrent for crisis aid, cemented by the almost completed Iron Dragon Road. Their greatest potential enemy is Laycin, already established as a power in Southrealm, and ruled by mages, offended by Solsguard policies against Arcane Magic. Laycinders in Solsguard are escorted under watch, and vice-versa.
Places of Note[]
Sunset Palace Built upon a western point overlooking the harbour, the Palace serves as the seat of power in Solsguard. An impressive fortification, it is well constructed, and protected by Gear Gnome ballistae and cannons. Also within the palace is the main control for Solsguard's harbour chain, a massive clockwork mechanism that raises and lowers a net of chains across the harbour mouth.
Temple of Rumina[]
Found in the Gear Gnome district on the north side of town, it is Solsguard's only temple, as the Mariners are largely separate from the New Gods. In contrast with the usually practical architecture of much of the city, it is an elaborate affair, if only medium sized.
The Foundry[]
Located on the opposite side of the harbour from the Sunset Palace, the Foundry is where the Gear gnomes machines are built. It is split into three separate complexes. The docks, where the Steamships are assembled, the Foundry proper, where large amounts of ore are smelted and molded, then assembled, and the Study Wing, where apprentices learn their trade, and new devices are conceived. A final place, the Mixing Silo, is detached from the main structure and lies on the opposite side from the city, where the powder used in cannons and Powder-casters is made.