Welcome to the Vigilants. You are one of the thousands of people living in the imperial capital of Sentra, the jewel of the Empire

For some of you, this is home—a comfortable and familiar place you've known your entire life.  For others, the city may only be a brief stop, perhaps one of many in your travels.  But regardless of how you came here, you share the same streets.

Depending on who you are—and where you live—Sentra can be a beautiful city of wonder and splendor. Yet that perfect city is only what many people see on the surface.  There are those that understand there is more to the city, that there are flaws in it that run deeper than what most will see.  There are those that know what lies beneath.

The Story

Niman was a student studying theoretical thaumaturgy at Pallida University. Originally from Seidland, he was granted a scholarship granted by one of the foundations of House Fournius. He has no family in the city.

He died from an acute case of Arcstone poisoning, which should not have been possible given his circumstances. An autopsy revealed that his internal anatomy was mirrored.

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Semeko works in Renatus Hall as a night shift custodian.

He said he was the one who discovered Niman Agerson's body, lying in the middle of the arcane circle in the workshop, on the 32nd of Mais. Semeko said that unlike the other students and faculty, Niman talked to him and exchanged pleasantries.

Warden Fario Tanikus did not interview Semeko about Niman's death.

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Part of the Ministry of Trade, the Ministry of Imports serves as a cornerstone in the economic infrastructure of the Empire, tasked with overseeing and regulating all goods entering the empire. Its mandate encompasses a broad spectrum of responsibilities, from enforcing trade policies and tariffs to ensuring the compliance of imported goods with safety and quality standards. The Ministry plays a critical role in facilitating trade agreements, working closely with foreign entities to secure favorable terms that bolster the Empire's economic prosperity. Within its purview also lies the crucial task of monitoring and managing the importation of strategic resources, such as the highly coveted Arcstones, ensuring these vital materials are allocated efficiently and responsibly to serve the Empire's interests.

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The City

Read about life in the city and the neighborhoods and people that live in them:  City Life

Random Spotlights

Sentran FlagThe Sentran Empire has existed for over a thousand years. From the beginning, the Empire has felt that it was beset on all sides by enemies.  The demihumans that lived near the early boundaries of the Empire—Orcs, Elves, and Gnomes—had natural and arcane gifts that no humans shared, and were feared by the Empire.  There were many skirmishes between the Empire and the neighboring orc kingdoms, and eventually the Empire razed them all.  The gnomes were eventually scattered to the north, Nezumi tribes were pushed aside for their fertile land, until eventually only the Dwarven Entente to the east over the mountains posed any potential threat. 

The Sentran Empire believed that their struggles against the demihumans served to protect humankind.  They developed new arcane technologies and strategies in their wars, with mixed results.  The Automatons of the ninth century were supposed to be semi-intelligent golem warriors, and instead turned on their masters.  The magical eugenic program met with more success, but the constant breeding eventually wiped out what Imperials called the Gifted.  Sentran battlemages and wandslingers are still a common sight, using arcane tactics specifically developed for warfare.  Some of that arcane knowledge has drifted into civilian life, most notably in the capital city of SentraMagewrights have developed new techniques to create simple magic artifacts, from ever burning lights to magical levitators within tall towers.  These are still predominantly found in upper class or otherwise well-to-do neighborhoods, but their use is spreading. Manufactories are attempting to produce artifacts on a larger scale: instead of a single magewright toiling in a workshop, ambitious wizards and entrepreneurs want to expand fabrication techniques.

With the threats of demihumans less persistent than in the past, the attitude towards the other races has gradually softened, but non-humans living and working in the Empire still have issues with citizenship and intolerance.  Humans make up the majority of the population, even in a city as cosmopolitan as Sentra.

Although there are scholars that believe the empire is currently at a decline, that opinion is not shared by any sages that the Empire holds in high regard.  Ever since the Calamity, the Empire has not been the same.  Sentra still remains a powerful commercial and political force, but many of the former kingdoms that were absorbed by the growing Empire seceded and became independent realms once again, while dwarves harry the Empire to the east and the gnomes raid along the north.  In the three hundred years since the Calamity, the borders of Sentra has remained stable, although there are loud voices that clamor for imperial expansion and a return to the former days of glory.  

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Enlil and her sister Lilen run the Welcome Chill tavern in Darin's Folly.

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Born out of political unrest and provincial secession, the Governor's Chamber emerged after The Calamity. Its aim was to give a stronger voice to the provinces of the Empire and their people, and counterbalance the dominance of the nobility in the legislative process. 

The Governors' Chamber consists of representatives of the governor of each province.  The governor is appointed by the emperor.  The governor, in turn, works with a provincial council which is voted for by the local citizens by district.  The governor selects a representative from the province (who must also be a citizen) that is sent to the Governors' Chamber.  The representative must be approved by the provincial council. A representative is elected for a five year term.

Despite its intended purpose, the chamber faces challenges in achieving egalitarian representation. Some provincial councils succumb to the influence of the governors or other groups, compromising the chamber's ability to fully reflect the will of the people.

The Governors' Chamber shares power with the Chamber of Arcane and the Lords' Chamber.  All three Chambers can veto an Imperial decree.

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