Falanor City
Hom
Um cidade magnífica junto às montanhas de Tearfall, conhecida pelo seu palácio com murais de dragões e a sua liberdade comercial.
Hom
Introduction
Standing upon the western coast of the continent, Falanor has long been regarded as the greatest crossroads of commerce in Hom. For centuries, its harbors welcomed merchants from every nation, its markets thrived on the exchange of goods and ideas, and its rulers maintained a strict policy of neutrality. Kings, emperors, and guilds alike trusted Falanor as common ground where trade could flourish free from political conflict.
That era has come to an end.
A single act of betrayal changed the city's destiny forever. In an effort to secure lasting peace and strengthen diplomatic ties, the Princess of Falanor agreed to marry a nobleman from Grym. The union, however, concealed a far darker ambition. The noble was revealed to be a dragon in disguise, intent on using the marriage to seize control of the city and extend Grym's influence over the western coast without ever raising an army.
The plot failed.
Following the crisis, the Princess ascended the throne as Queen of Falanor, abandoning the city's long-held neutrality. Rather than allowing her homeland to become another pawn in the struggle between empires, she proclaimed the birth of a new sovereign kingdom. No longer merely a city of merchants, Falanor now seeks to establish itself as a political and military power capable of standing alongside—or against—the great nations of Grym, Valor, and Rekhassa.
Though still open to trade, the kingdom now walks a far more cautious path. Relations with the human empires have cooled considerably, and diplomacy is increasingly shaped by suspicion rather than cooperation. Falanor has chosen independence over allegiance, knowing that its newfound ambitions will inevitably invite powerful enemies.
Demographics
Home to nearly 300,000 inhabitants, Falanor is one of the largest and most diverse cities on the continent. Merchants, sailors, artisans, diplomats, scholars, and immigrants from every known culture contribute to its vibrant population.
Although its ports remain active, recent political tensions have reduced the constant flow of foreign visitors that once defined the city.
Government
Falanor is ruled by its newly crowned Queen, whose reign marks the beginning of an entirely new political era.
The Royal Court governs alongside a council of influential merchant houses, military advisors, and representatives of the city's major guilds. While commerce remains central to the kingdom's prosperity, national security and territorial expansion have become equal priorities.
The Queen's vision is clear: Falanor will no longer survive by balancing the ambitions of greater powers. It will become one itself.
Military
For generations, Falanor relied on diplomacy and wealth rather than standing armies.
That philosophy has changed dramatically.
The Crown is investing heavily in military expansion, recognizing that independence can only be preserved through strength. Unable to match the professional armies of the established empires overnight, Falanor has begun recruiting experienced mercenary companies from Thormir, transforming seasoned sellswords into the foundation of a permanent royal army.
The Royal Navy is expanding at an equally rapid pace, ensuring that the kingdom's greatest strength—its command of the sea—remains secure.
Industry and Trade
Despite its political transformation, commerce remains the lifeblood of Falanor.
Its immense harbor continues to rank among the busiest on the continent, handling luxury goods, exotic materials, and products arriving from distant lands. However, trade is no longer pursued solely for profit—it has become an instrument of national strategy.
The Crown has launched an ambitious campaign of economic expansion through carefully chosen alliances.
Negotiations with Kaer aim to secure greater control over the western coastline, strengthening Falanor's naval dominance while dramatically increasing its fishing industry.
Partnerships with Sulfur seek to establish unrivaled access to fertile agricultural lands, allowing the kingdom to dominate food production and supply throughout the region.
Meanwhile, the recruitment of Thormir's renowned mercenary companies provides the military strength needed to protect these growing interests.
Together, these initiatives represent the foundation of a kingdom determined to challenge the established balance of power across Hom.
Infrastructure
Falanor has grown from a prosperous port into a thriving capital.
Its expansive docks stretch for miles along the coastline, accommodating merchant vessels, naval warships, and private expeditions alike. Warehouses, guild halls, marketplaces, and shipyards dominate the waterfront, while broad avenues connect the harbor to administrative districts, noble estates, and bustling residential neighborhoods.
The Royal Palace, once little more than the residence of a merchant prince, has been expanded into the political heart of the kingdom, overlooking both the city and the sea that made its rise possible.
Districts
House of Painted Sands
Owned by: Selrene Drummond
Among the finest establishments in Falanor, the House of Painted Sands is far more than a luxurious bathhouse. Combining elegant spas, private lounges, exquisite performances, and discreet companionship, it has become a favored retreat for merchants, diplomats, nobles, and influential travelers seeking both relaxation and privacy.
Every room is designed to evoke the feeling of distant deserts and coastal palaces, with polished marble floors, fragrant oils, flowing silks, and tranquil pools reflecting warm lantern light. Musicians and performers entertain guests throughout the evening, creating an atmosphere where politics and pleasure often become indistinguishable.
Behind its refined façade, however, the House serves as one of the city's richest sources of information. Secrets are traded as readily as coin, and many political alliances have begun—or ended—within its walls. Those who listen carefully may leave with knowledge worth far more than gold.
The Stonepath Academy
Founded after the establishment of the Kingdom of Falanor, the Stonepath Academy serves as the city's premier institution for martial training and military education. Here, aspiring soldiers, officers, guards, and mercenaries study battlefield tactics, leadership, siege warfare, and personal combat beneath experienced veterans from across the continent.
Unlike many military academies, Stonepath welcomes students regardless of birth or social standing. Discipline, determination, and merit alone determine one's progress, making it a symbol of Falanor's belief that greatness is earned rather than inherited.
Its growing prestige has attracted instructors from rival nations, each bringing their own philosophies of warfare. While these differing perspectives have greatly enriched the Academy's curriculum, they have also turned its training grounds into a quiet battlefield of political influence, where loyalties are tested as often as swordsmanship.
The Sable Moon Curiosities
Owned by: Mistress Zhyra
Hidden along one of Falanor's quieter streets, The Sable Moon Curiosities appears at first glance to be nothing more than an eccentric collector's shop. Dust-covered shelves overflow with peculiar artifacts, preserved creatures, forgotten maps, enchanted trinkets, and objects whose purposes have long been forgotten.
Regular customers know better.
Those who speak the proper code phrase are quietly escorted beyond the public showroom into hidden chambers containing far rarer wares—items said to originate from distant planes, forgotten civilizations, and places few scholars believe truly exist. Whether every object is genuine or merely accompanied by an extraordinary story is impossible to say.
Visitors often leave the shop with more questions than answers, and many claim its proprietor somehow knew exactly why they had come before they ever spoke a word.
Crescent Docks
Owned by: Captain Dren Kall
Stretching along Falanor's magnificent natural harbor, the Crescent Docks form the economic heart of the kingdom. Merchant caravels, fishing vessels, military patrol ships, and foreign trading fleets crowd its piers from dawn until well after sunset, while dockworkers, sailors, and merchants keep the waterfront alive with constant activity.
Warehouses, customs offices, shipwrights, chandlers, and taverns line the quays, creating one of the busiest commercial districts on the western coast. Nearly every imported luxury and exported commodity passes through these docks before reaching the wider continent.
As night falls, however, a different economy awakens. Beneath the warehouse district lies an intricate network of forgotten storage tunnels where smugglers, fences, and black-market traders gather under the cover of darkness. Few citizens acknowledge the underground marketplace, yet many of the city's most valuable—and dangerous—goods change hands there before sunrise.
The Oathbreaker's Niche
Owned by: Keeper Thalos
Carved into the cliffs overlooking the sea, the Oathbreaker's Niche is a quiet shrine dedicated to those who have broken their vows in pursuit of a greater cause—or who simply paid the price for refusing unjust commands.
Unlike the grand temples found elsewhere in the city, the Niche offers neither lavish ceremonies nor promises of redemption. Weathered stone memorials, simple shrines, and countless tokens left by anonymous pilgrims speak instead of regret, sacrifice, and the difficult choices that define a lifetime.
Deserters, exiles, disgraced knights, and wandering souls travel from every corner of Hom to pay their respects here. Some seek forgiveness. Others seek only a place where their stories may be remembered.
Hidden among the cliffs surrounding the shrine are countless caves and forgotten passages. Whether they were carved by nature or by those seeking refuge from the world remains uncertain, though many believe they shelter far more than echoes of the past.
Redhorn Watchtower
Owned by: Tania Greenthorn
Standing atop the rugged cliffs east of the city, Redhorn Watchtower once guarded Falanor against monsters descending from the nearby wilderness. Though its military importance has diminished over the centuries, the fortress has found a new purpose as headquarters for the city's renowned Monster Hunters' Guild.
Its stone halls display trophies gathered from generations of successful hunts: dragon scales, giant skulls, preserved monstrosities, and countless relics taken from creatures thought impossible to kill. Hunters travel here from across the continent to exchange knowledge, train apprentices, and accept contracts too dangerous for ordinary adventurers.
Recently, an unusual sense of urgency has spread throughout the guild. Experienced hunters speak in hushed tones of an elusive creature whose trail always ends near Falanor—a beast carrying the unmistakable scent of dragonkind.
The Coinspire
Owned by: Talven Ryn
Few buildings symbolize Falanor's wealth more completely than The Coinspire. Rising above the financial district in polished marble and gilded stone, it serves as headquarters for the city's bankers, moneylenders, brokers, and investment houses.
Its magnificent public halls inspire confidence among merchants and nobles alike, while deep beneath the tower lie immense vaults protected by sophisticated locks, magical wards, and elite guards. Fortunes from every nation rest behind these sealed doors, making the Coinspire one of the most secure institutions on the continent.
Yet wealth is not the only commodity stored within its walls.
Whispers among merchants claim the guild safeguards far stranger assets: magically binding contracts, confidential treaties, political blackmail, and records capable of bringing entire noble houses to ruin. Whether these rumors are true remains unknown, but many influential figures are said to trust the Coinspire with secrets they would entrust to no one else.
Castle Drakemantle
Owned by: Queen Virelle
Perched above the city on a rocky hill. The ruling seat of Lady Virelle. Known for its tall silver watchtowers and dragon statues. Rumor has it the castle houses ancient relics from the First Age—some say one is still awake.
The Brined Ledger
Owned by: Aero Vintch
Located at the bustling docks, this guild controls sea trade and ship movements. Currently a bit secluded ever since Grym took their operatives from the region.
Cinderglass Hall
A former observatory turned into a guild for inventors, artificers, and engineers. It's been a little quieter ever since Albus left the building, but they are still hard at work.
The Silver Flask
Owned by: Erdan Wavebottle
A popular coastal tavern built into sea caves. Run by "Captain" Erdan Wavebottle, a drunkard with one too many pasts. The bar harbors a strange people every once in a while, but there is a party every night.
The Embercoil Forge
Owned by: Bronna Mantel
Run by dwarven-descendent smiths, known for forging weapons that sing when drawn. They revere an ancient fire elemental, that allegedly is bound beneath the forge.
The Verdant Refuge
Owned by: Myrien, the Green
A serene garden and temple to Melora, goddess of nature and the sea. The high priestess spends her days talking to plants and seeds, and creating a greener part in the city.
The Seven-Fold Spire
Owned by: Magister Elbin Derrox
A seven-tower arcane complex with portals, archives, and magical labs. Scholars from Grym and Valor often argue here, subtly continuing the empires' rivalry.
Gallows Square
Owned by: Master Veyran
Once a place of public execution, now a chaotic market of thieves, fences, and spies. It's said there's a secret tunnel network beneath.
Architecture
Falanor's architecture reflects both its mercantile heritage and its newfound royal ambition.
Elegant stone buildings, spacious plazas, and colorful merchant houses dominate the older districts, while newer government buildings favor grand facades, towering columns, and fortified walls designed to project the authority of an emerging kingdom.
Its skyline is increasingly defined by cranes, ship masts, and newly constructed defensive towers overlooking the harbor.
Geography
The city occupies a broad natural bay along the western coast, where calm waters provide one of the safest deep-water harbors on the continent.
Gentle hills rise inland toward fertile farmland, while the sea remains the kingdom's greatest avenue for commerce, exploration, and defense.
Climate
Falanor enjoys a mild maritime climate. Summers are warm and tempered by ocean breezes, while winters remain comparatively gentle. Rainfall is frequent enough to sustain the surrounding farmland without disrupting maritime activity for long.
Natural Resources
Though not rich in mineral wealth, Falanor's greatest resources lie in its strategic location.
Its fertile surrounding lands produce abundant crops, while its coastal waters support one of the continent's richest fishing industries. Combined with its unrivaled harbor, these advantages have allowed the kingdom to prosper through trade rather than conquest—at least until now.
As Falanor enters this new chapter of its history, it no longer seeks merely to connect the nations of Hom. It intends to stand among them as an equal, shaping the future of the continent through diplomacy, commerce, and, when necessary, the strength to defend its own ambitions.