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  2. Lore

City of Thalossa


City of Thalossa

Overview

Thalossa is the capital and cultural heart of mankind, built around the crystalline waters of Lake Ardentia. At its center rises Castle Ardentia, the royal seat and enduring symbol of human unity. The city is divided into five great districts—Crown District, Dawnmarket, Lantern Ward, Forge District, and the Commons—each embodying a pillar of civilization: governance, commerce, faith, craft, and daily life.

The Order of Dawn serves as the city’s watch and peacekeeping force, maintaining order across all districts. The Order of the Dragon Knights guards the royal family and Castle Ardentia itself. The Order of the Last Light oversees funerary rites but holds no civil authority. The Ashen Vigil has no presence within the city walls.

Beyond the city proper stand two independent bastions: the Tower of Dawn, fortress and training ground of the Order of Dawn, and the Tower of Dusk, seat of the Mage Guild. Both remain outside noble jurisdiction to preserve neutrality and containment.


The Crown District

Description

The political and noble heart of Thalossa, centered on the island fortress of Castle Ardentia. The district houses the highest noble families, royal courts, and administrative halls of the kingdom. Access is strictly controlled; commoners are rarely permitted. The Order of Dawn patrols the streets, while Dragon Knights guard the castle.

Points of Interest

  • Castle Ardentia – Royal palace and seat of King Odran Veynar

  • Dragonhold – Barracks and training bastion of the Dragon Knights

  • Hall of Nobles – Council chamber of the noble houses

  • Crystal Causeway – Guarded bridge linking the mainland to the castle

  • Royal Archives – Sealed repository of ancient human records

  • Garden of Embers – Courtyard used for coronations and diplomacy


The Dawnmarket

Description

The commercial heart of Thalossa, filled with merchants, travelers, and adventurers. Trade is tightly regulated through guild licensing, though illicit commerce persists in quiet corners. The Order of Dawn maintains constant patrols to prevent unrest.

Points of Interest

  • Grand Bazaar – Largest trade exchange in the kingdom

  • Adventurers’ Row – Inns, smithies, alchemists, and mercenary halls

  • House of Coin – Central banking and contract authority

  • The Bronze Griffin – Tavern and rumor hub

  • Posting Hall – Official board for sanctioned frontier contracts

  • Silverleaf Remedies – Apothecary specializing in curatives

  • Ashen Skewerhouse – Stall selling flame-cooked frontier meats

  • Embershard – Weapon stall run by an exiled orc smith

  • Guildhall of Trade – Merchant registry and licensing authority

  • Sanctum of the Ledger – Shrine dedicated to fair commerce


The Lantern Ward

Description

The spiritual center of Thalossa and seat of all funerary rites. Smoke from pyres drifts constantly through the air as bells toll for the dead. Pilgrims arrive from across the kingdom seeking blessings and consecration.

Points of Interest

  • Sanctum of Passing – Cathedral housing the Eternal Flame of Consecration

  • Ashen Courts – Open cremation plazas

  • Shrine of the Dawn Order – Chapel used by knights before deployment

  • Ossuary of Light – Sealed chamber of consecrated remains

  • Path of Final Steps – Processional route for funerary rites


The Forge District

Description

A dense industrial sprawl of foundries, armorers, and rune workshops operating under strict royal oversight. Though vital to the kingdom’s military, the district also contains the city’s poorest slums.

Points of Interest

  • The Great Foundry – Royal armory of the Crimson Standard

  • Runebinders’ Quarter – Mage Guild compound for sanctioned rune-work

  • The Charred Alley – Illegal rune-smith workshops

  • Smelter’s Rest – Tavern for laborers and smiths

  • Iron Hall – Industrial guild authority

  • Forges of Dawn – Ceremonial arms for the Order of Dawn

  • Ashgate Refinery – Recycling facility for damaged frontier arms


The Commons

Description

The most populous district, home to laborers, artisans, and dockworkers. While main roads are patrolled, inner alleys remain largely unchecked, allowing criminal networks to flourish.

Points of Interest

  • The Riverside – Lake port and cargo district

  • Commons Forum – Public square for orators and agitators

  • Red Fang Den – Thieves’ guild hidden beneath The Black Fang

  • The Rusted Flagon – Tavern for workers and smugglers

  • The Black Fang – Guild front and criminal hub

  • Glassmaker Row – Artisan district for stained glass

  • Beggars Bridge – Neutral ground among rival gangs

  • Millgate – Warehouse and granary district