City of Empire and Exploration; holdover of Old-Lands Imperialism, and home port of the renowned Albish Imperial Navy.
The Albish are experts at gunboat diplomacy. (Their ships are technically armed with great arbalests, ballistae, and various magics rather than guns - but the effect on weaker rivals is the same.) The Albish Thalassocracy has signed all manner of unequal treaties with various far-flung ports, and they reap the benefits of these arguably unfair trade arrangements. The result is a city flush with exotic devices, spices, and vices; one can truly find anything at all in Alba, and probably at a decent price. Towering monuments commemorating past naval battles clutter the city (especially near the harbors) and the domed crystal Grand Collection displays historical artifacts and wondrous items from around the world – often “purchased” from the deck of an incontestably powerful naval vessel. The locals are understandably pompous and full of self-importance; it is said that even the city’s street urchins lord over foreign visitors.
Affable arrogance aside, the people of Alba are generally good-natured and pleasant. They follow all manner of fascinating ancient rituals and traditions, mostly preserved from the Old Lands. These are typically colorful yet conservative affairs. Some traditions are new: friendly conversation over steaming cocoa at a chocolate shop is currently in fashion.
Of all the nations of Terra Trema, Alba best preserves the imperialist mentality of the Old Lands (specifically, the Lorniver Imperium) just prior to their collapse, and is considered an Old-Lands transplant or child-state. Its foes occasionally bemoan that “the tree of evil was cut down, but its seed was allowed to sprout.” The Albish counter that, of all the peoples of Terra Trema, they have best preserved the fading heritage of the Old Lands. (This is technically true, but their heritage is specific to one region of Norraine - the Old Realm of Lorniver - so they aren’t exactly pan-cultural saviors unless one counts the relics they stole.) Albish are often referred to as "Lornish", after the empire they are directly descended from. In fact, the nation ruled by the city of Alba is informally known as "New Lorniver".
Albish (Lornish) Heritage: Late 3rd &Early 4th Wave Norraine (specifically, a formal part of the Old Imperium of Lorniver). Also some diverse 4th Wave & Modern (5th Wave) migration from elsewhere in Terra Trema, especially from the Mavidris region now controlled by Mathersport.
Population: 11 (270x) Alba is a fairly large city, relative to other keystone cities of Terra Trema.
Cultural Influence: 11 Alba is very culturally "old-guard", with its traditions and styles inherited directly from its predecessor: the Lorniver Imperium. (A powerful nation in the Old Lands; part of Norraine. Now likely crumbled into post-apocalyptic despair, like the rest of the Old Lands are presumed to be.) Alba (like Lorniver before it) has a tendency to "preserve" cultural artifacts and styles of other lands; it is known for its grand museums of ill-gotten artifacts from all across both Terra Trema and the Old Lands. Anyone drawn to the preservation of old heritage will be drawn to Alba - though some are put off by Alba's dubious methods ("liberating" artifacts at ballista-point) and overemphasis on the "glorious history" of Lorniver and (after the fall of the Old Lands) its successor, Alba.
Occasionally new styles of art or literature are born here, often as a result of cultural synthesis between the styles of immigrants and native Albish. These novelties may be shunned at home, but become popular abroad.
Economic Influence: 7. A competitive economy requires innovation, and - with the exception of shipbuilding and naval tactics - Alba does not appear capable of innovation. The Albish economy is burdened with bureaucracy; it is simultaneously too simple (no innovative financial products or modes of payment, no efficiency reports) and complex (pages of ancient regulations and bylaws to wade through). Experts claim that the Albish economy might have been made more dynamic and modern if not for the nation's imperialism. It can generally get what it needs through bullying, and doesn't need to concern itself with domestic production or efficiency. Others simply point to the fact that most of Alba's economic masterminds left to found Mathersport.
Military Influence: 20. Alba has, without question, the most powerful navy in the world. Their ships are fast, large, sturdy, fire-resistant, bristling with ballistae, crewed by capable & unwavering sailors, and commanded by brilliant tacticians. Oh, and they have hundreds of them; possibly thousands. Not to mention, even their merchant ships and fishing vessels are well-armed, and could probably defeat the proper navies of most other nations.
Alba isn't just about power - it's about power PROJECTION. Alba's navy controls restocking bases all across Terra Trema; when a land-grab or unequal treaty can't get Alba access to supplies or harbors, they simply anchor a war barge in a secluded bay. Because of the speed of its ships and the ubiquity of its bases, Alba can project its military power across all of Terra Trema with apparent ease. No coastal holdings, no matter how distant, are safe from Albish imperialism. Alba's armadas have never lost a battle on the open sea - though they have been defeated or driven back by land-based defenses on occasion.
Alba's army is reasonably effective, though they're accustomed to fighting with the support of their navy. When there are no nearby fleets available to provide covering ballista fire, they have a poorer track record. Alba's army is only middling in size, and its overland logistics are poor; the army typically depends on ships and boats to haul its gear and supplies. Targets deep inland are safe from Albish aggression.
Defense: 8. Alba's leaders don't feel that expensive defensive measures are necessary, given that their city is on an island, and their mighty navy and armed fishing fleets can send any invading force to a watery grave. And yet, Alba has been burned and looted on more than one occasion by armies that landed in stealth, or hidden aboard merchant vessels. Alba has more functional ballistae than any other city, but these weapons all point toward the sea. The same is true of the city's walls; they are impressive, but built to withstand a naval barrage that could never come (except perhaps in a civil war). If an army lands outside of the city and assaults it from "behind", it has little to defend it. Of course, there's no way the invading force is getting off the island; sneaky attacks on Alba may be successful, but they're always suicide.
Alba Cultural Stats:
Government: Constitutional monarchy; patrilineal succession. All landowners can vote for the advisory parliament, led by the Chairman. Ministers are called Thalassocrats.
Most Common Criminal Acts: burglary, serial murder, smuggling, rape, pickpocket, public disturbance, public nudity (defined as any visible skin aside from the face and maybe hands), piracy
Justice: Inefficient but fair-ish justice system; trials take months. Some capital punishment.
Climate: mild, maritime, very foggy but the sun makes some good appearances.
Nights: Late night philosophy clubs and cafes. Excellent lighting; even the slums have dedicated lamplighters.
Food: Greasy and tasteless; mostly bread and fish. Immigrant communities have far superior food.
Clothing: Ever-shifting fashions, but always conservative; very little revealed flesh, even for men.
Festivals & Holidays: Imperial Bounty Festivals every month, celebrating the unequal treaties Alba has forced its rival city-states to sign; treaties which bring its people great prosperity.
City Appearance & Architecture: xxxx
Common Sounds & Smells: xxxx
Governance Building(s), Iconic Structures & Landmarks: Imperial Estates, The Halls of Advisement (Parliament), Thalassocrat Lounge, King Reginald III Opera House, Caring Hearts Orphanage, The Grand Collection (Museum), Cathedral of the Unknown Saint, Queen Batilda's Museatory, St. Ilbert's Ballroom, the Royal Chocolate House, Dominion Yard (ceremonial shipyard)
Districts, Sectors, Zones, Regions, Wards, and other big places: Imperial Garden, Advisory Estates (parliamentary housing), Garden of Monuments, The Font of Empire (Navy Docks & Shipyard featuring many fountains), Civilian Docks (West and East), Harborwatch, Servants District, Outlander District, the Kronks, the Trolley Tubes (a small underground canal system for paddle-wheel boats; public transport engineered by Eldinite immigrants)
Produces, Exports: silver, steel, ships, whale oil, hats, tin, firestone (coal), textiles, contraptions, helium
Demands, Imports: glass, wine, liquor, potatoes, grains, chocolate, meat, tea, hats, more hats
Satellite Cities & Towns: Vassal towns and restocking bases all along the ocean coasts Terra Trema. Alba is a Thalassocracy; its influence is vast - but is limited to coastlines.
Highly optional game-related or story-related material:
Important People: xxxx
Plot Hooks:
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