Legend has it that the Citadel of Hope was created by the divine hand of the gods. The gods were displeased with the destruction of Alhandria, so they decided to use their power to create a new city. This city, called the “Steam City”, was built to serve as a beacon of hope in the darkness that had befallen the continent.
The House Sarth Ruling the Eastern Kingdom
The gods chose the House Sarth to rule the kingdom to the east in order to provide the people of Alhandria a new hope. The House Sarth was blessed with the power to bring order and justice to the kingdom, and soon the lands flourished with prosperity.
The gods wanted to make sure that the Citadel of Hope was a safe haven for all races and so, they created magical barriers around the city walls to protect its inhabitants from all harm.
The Steam City, or the Citadel of Hope, became the first point of entry into Alhandria for all races who had been displaced by the Dark Fall. It was a symbol of hope for many who had lost their homes and families in the destruction, and it served as a reminder that even in the darkest times, hope was still alive.
Magical and Military Forces of the Citadel of Hope
The forces of the Citadel of Hope protect the Eastern Kingdom by using a combination of magical and military forces. The magical forces are made up of powerful enchantments and spells that ward off evil and protect the city and its inhabitants. These enchantments also act as a barrier against any hostile forces that might try to attack the city.
The military forces of the Citadel of Hope are made up of highly trained and disciplined soldiers who are ready to defend the city and its people at all times. They are well armed and equipped with the latest weapons and technologies to ensure that the city is kept safe from any threats.
The combination of magical and military forces ensures that the Eastern Kingdom is properly guarded and protected from any threat. The Citadel of Hope also serves as a symbol of hope and strength for the people of Alhandria, reminding them that even in the darkest of times, hope is still alive.
Descriptions of Different Houses in the Eastern Kingdoms
House Brent
This is largely a religious house, meaning that they likely have strong ties to the religious institutions and beliefs within the Eastern Kingdoms. They may have priests or other religious figures within their family, and they may prioritize religious ceremonies and practices.
House Garth
As a new house to the Eastern Kingdoms, House Garth likely has a lot to prove to the other houses. However, their riches from an unknown benefactor may give them some credibility and clout in certain circles. It’s possible that this benefactor is a mystery even to House Garth themselves, which could make for an interesting backstory.
House Killen
Building their riches from a fishing company based at Fisher’s Bay on the East Coast, House Killen likely has a strong connection to the sea and fishing industry. They may have a lot of sailors or fishermen in their family, and they likely prioritize the trade of fish and other seafood.
House Eskago
This house has one of the best military officers, which likely gives them a lot of power and influence within the Eastern Kingdoms. They may have close ties to the military or be involved in battles and warfare in some way.
House Phillip
As a rich trading house, House Phillip likely has a lot of connections and trade deals with other regions or countries. Their focus on exotic goods suggests that they may deal in rare or unique items, and they may have a lot of wealth and resources at their disposal.
House Sarth
As the current ruling house and with a rich history, House Sarth likely has a lot of prestige and power within the Eastern Kingdoms. King Sarth being the current head of the house also suggests that they have a lot of influence over the governance and policies of the kingdom.
House Miller
With control over a large number of smelters and blacksmiths, House Miller likely has a lot of influence over the production of metal goods within the Eastern Kingdoms. They may be involved in mining and extracting metals from the earth, as well as creating tools and weapons.
House Jullian
This rich house that imports, creates and sells magical components, materials and related goods likely has a lot of ties to the magical community within the Eastern Kingdoms. They may be involved in creating magical artifacts or potions, and they may be highly respected among the magical community.
House Willing
As the largest controller of farmlands in the Eastern Kingdoms, House Willing likely has a lot of power over the food supply and agriculture within the kingdom. They may have a lot of farmers in their family, and they may prioritize the cultivation of crops and livestock.
House Kendrick
With a stronghold on construction and engineering work, House Kendrick likely has a lot of expertise in building and maintaining infrastructure within the Eastern Kingdoms. Their control over the steam engines and systems that operate the Citadel of Hope may make them integral to the functioning of the kingdom.
House Collingh
As a house of diplomats and spies, House Collingh likely has a lot of connections and information within the Eastern Kingdoms. Their close alignment with House Sarth may suggest that they are involved in political negotiations and strategy.
House Rhoin
With control over mercenary jobs and taverns, pubs, and wineries, House Rhoin likely has a lot of connections to the underworld of the Eastern Kingdoms. They may be involved in hiring mercenaries for battles or other dangerous missions, and they may have a lot of knowledge about the criminal activity within the kingdom.
Area map of the city and surrounds.

- Name: Citadel of Hope aka the Steam City
- Area: Eastern Kingdom
- Population size (avg):
- Population Type: Array
- Magic arts not practised: Array
- Summary:
The houses of men govern how rules are made and adhered to in the Eastern lands.
The twelve houses in control is:
- House Brent – Largely a religious house
- House Garth – A new house to the Eastern Kingdoms, a family that has riches from an unknown benefactor.
- House Killen – They built their riches from the fishing company based at Fisher’s Bay on the East Coast.
- House Eskago – This house has one of the best military officers.
- House Phillip – A rich trading house, exotic goods are their main focus of trade.
- House Sarth – The current ruling house, 3rd generation. A proud family with a rich history. King Sarth is the current head of the house
- House Miller – A mining house that also control a large number of smelters and blacksmiths.
- House Jullian – A rich house that imports, creates and sells magical components, materials and related goods.
- House Willing – The largest controller of farmlands in the Eastern Kingdoms.
- House Kendrick – This house has a stronghold on construction and engineering work done in the kingdom. They also maintain the intricate steam engines and systems, that operates the Citadel of Hope.
- House Collingh – A house of diplomats and spies. They have a close alignment with House Sarth.
- House Rhoin – The house of Rhoin controls the mercenary jobs that comes into the Eastern Kingdom and operates of taverns, pubs and wineries.
- Unique laws:
- The Houses can submit and vote over laws. New or changes to current laws.
- People must use magic with good intentions. Praising gods of good natures. Druids and other nature worshippers, must be of kind and loving hearts.
- Taxes collected are for the people and the houses gets a 2% each as tribute. A total of 20%. That provides representation.
- Tribute to the orc tribes, as part of the laws to pay compensation for their lost territories are sent from farmers, craftsmen, scholars etc. That will reduce their taxes by 1%.
- The King and his family, have emergency powers, diplomatic entitlements and power to veto laws and call a grand council. Houses, leaders and members of the public.
- Businesses and Services:
Capital of the Eastern Kingdom
A grand, radially planned metropolis and fortress-city built around the shimmering Silvermere Lake, serving as the political, economic, and spiritual heart of the Eastern Kingdom. Its soaring central citadel, industrial spires, cascading waterfalls, and lush surrounding farmlands project strength, prosperity, and hope – a beacon for the realm.
Here is the updated list of services, craftsmen, guards, officials, and other functions, adapted to the new name and kingdom context:
1. Governance & Officials
- The High Warden / Lord Protector of the Citadel: Rules from the central citadel spires. Oversees defense, trade, and the “Hope Edicts” that promote unity across the Eastern Kingdom.
- Royal Council of Hope: Senior advisors including ministers of Trade, Harmony, Defense, and Lore. Meets in the grand halls of the inner citadel.
- Eastern Kingdom Viceroys / Envoys: Representatives from vassal cities and provinces who maintain apartments in the Citadel.
- Stewards of the Realm: Manage taxation, granaries, and royal decrees.
- Harmonic Synod: Clerics and loremasters who interpret sacred law and maintain the spiritual balance symbolized by the tree emblem (growth, resilience, and renewal).
- Master of Coin & Trade: Oversees tariffs, merchant charters, and the kingdom’s treasury vaults.
2. Military & Guard Structure
- Hope Wardens (Tree Cloak Elite): The iconic green-cloaked city guard and royal protectors. Highly disciplined, blending heavy armor with nature-inspired heraldry.
- Citadel Garrison: Elite inner guard stationed in the towering central fortress and bastions.
- Gate Captains & Wall Wardens: Command the multiple fortified gates, towers, and outer bastions.
- River & Lake Patrol (Silvermere Wardens): Naval detachment guarding docks, river trade routes, and the lake harbor.
- Kingdom Rangers / Border Scouts: Operate from outposts in the surrounding forests and farmlands, reporting directly to the Citadel.
- Royal Host / Standing Army Barracks: Located in outer districts; can muster large forces for kingdom-wide campaigns.
- Militia Musters: Trained citizens from radial districts and satellite villages, called up via beacon fires or horns.
3. Services & Infrastructure
- Grand Market of Hope: Central radial hub for trade, surrounded by guild halls and warehouses.
- Silvermere Harbor & Docks: Major lake port handling river barges, fishing fleets, and long-distance trade.
- Water & Aqueduct Authority: Maintains the famous waterfalls, public fountains, wells, and irrigation channels that feed the kingdom’s farmlands.
- Temples of Renewal: Major shrines and monasteries dedicated to hope, nature, and the kingdom’s patron deities (strong tree / life motif).
- Halls of Healing: Hospices and apothecaries often attached to temples.
- Caravanserais & Traveler’s Rest: Inns and stables near gates and the market for merchants and pilgrims.
- Royal Archives & Scriptoriums: Preserve kingdom history, laws, and arcane knowledge.
- Banks & Guild Vaults: Secure storage for trade wealth and kingdom reserves.
4. Craftsmen & Guilds
- Blacksmiths & Artificers Guild: Produce weapons, armor, tools, and the mechanical wonders (pipes, gears, clocks) seen in the citadel architecture.
- Stonemasons & Builders Guild: Responsible for the grand radial walls, citadel expansions, and defensive works.
- Carpenters, Shipwrights & Woodcarvers: Supply timber, ships, wagons, and fine furnishings from the surrounding forests.
- Silversmiths & Jewelers: Famous for intricate silverwork (tying into the lake’s name and regional wealth).
- Alchemists & Apothecaries Guild: Create medicines, dyes, and industrial compounds.
- Textile & Banner Weavers: Produce the iconic green tree banners and fine cloth for the kingdom.
- Brewers, Bakers & Provisioners: Supply food and ale for markets, garrisons, and festivals.
- Farmers & Orcharders Guilds: Cultivate the extensive fields, vineyards, and orchards visible around the city.
- Fisherfolk & Netmakers: Harvest Silvermere Lake.
- Engineers & Hydraulics Guild: Maintain the complex water systems, aqueducts, and any steam/arcane mechanisms in the upper citadel.
5. Other Functions & Districts (Based on Map Layout)
- Central Citadel Core: Governance, temples, royal residences, and elite academies.
- Inner Radial Districts: Merchant quarters, guild workshops, prosperous housing.
- Outer Ring: Warehouses, artisan workshops, barracks, and common residences.
- Agricultural & Forest Enclaves: Satellite villages, farms, logging camps, and druidic groves supplying the Citadel.
- Scholar & Temple Quarter: Academies for training officials, healers, and lorekeepers.
- Harbor & Trade District: Focused on lake/river commerce and foreign merchants.
Overall Character in the Eastern Kingdom: The Citadel of Hope stands as a symbol of resilience and renewal for the entire realm. Its radial design allows efficient movement of goods, troops, and people from the lake port through the bustling market to the imposing central citadel. Trade and craftsmanship fuel the economy, while the Wardens and Harmonic Synod maintain order and spiritual harmony. The city feels both majestic and welcoming – a true beacon of hope amid the challenges facing the Eastern Kingdom.
