Talinn Ryalor
Minister of Justice, Duke of Westisle
Staff member
Nobility: Duke
Minister: Justice
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A Guide to the World of the Vulpine Imperium

The Imperial Core: Vulpinsula and Surroundings
Vulpinsula and its surrounding islands, which lie in the Sea of Calamities, are all that remain of the Beastiolia island chain, which was sunk by some untold disaster ages ago. It is probably the most important place in all the Imperium, as Vulpinsula is the seat of Imperial power and the primary center of trade. All flagships of the Imperial Navy make berth here in Bouillabaisse Harbor, or Bully Harbour.
On the isle of Vulpinsula itself you will find the towns of Amarone, Bully Harbour, Length, Maquistry Cape, Tully Shore, and Kenny's Bunk Pointe.
Surrounding Vulpinsula are many small islands, which are as follows: Urk, Petroa, Parva and the Borfurt Shallows which connect it to Downel, and Smufum Beach .
Amarone
The capitol of the the Vulpine Imperium, Amarone is first and foremost the home of the Empress and is treated with almost as much reverence as She is. The city is perched among the low hills of inland Vulpinsula and it has been said that one can see every coast on the island from the Empress's Palace (though none but the most important have been inside, and they have been sworn to secrecy, as any documentation regarding to the palace's interior is strictly prohibited and punishable by death)
Amarone is the cleanest city in the Imperium. The Empress has accomplished this bragging right by not allowing anyone to live outside the Palace Complex and hiring an elite crack-force of sanitation workers to scrub the city every night. Indeed, most speculate Amarone is merely a city for show, as the only beasts living there are the Empress's personal servants. Of course, it is also said the Empress has so many servants that it does take a whole city to house them all.
Aside from the Palace, the city contains an Art Museum and Archive, though practically no one is allowed to enter. A single, well-traveled road connects Amarone to Bully Harbour, and nothing gets in or out of the city without careful inspection, usually by members of the Stoatorian Guard .
Bouillabaisse Harbour (Bully Harbor)
Bully Harbor, also known as Bouillabaisse Harbour, is the main port for the Naval Fleet and is home to the Ministries that control the Imperium. Though not the capital of Vulpinsula, it hosts all of the Ministries main buildings and the primary naval port and warehouses-- though one could easily argue that it is the heart of Vulpinsula and the Imperium. Bully Harbor is comprised of five residential districts. In order of wealth they are: The Slups, The Barracks, Imperial Condos, Zann's Backyard, and the Insanely Rich Area. Bully Harbor also has a business district, centered in the Trenches, but reaches to such areas as: Zann's Alley, Zann's Backyard, the Market, and the Northern Warehouses. The Docks are separated into five main areas, reaching from the lowly Fishminister's Dock to the Imerial Jetty. The primary wealth of the Harbor comes from these docks, so even the Fishminister's Dock is in prime condition and commonly traveled.
Length
The northernmost tip of the Vulpinsula. Its a fairly decent area, mostly mixes of sand and pebble beaches, with the occasional rocky inlet. Trade here is scarce, as there are no towns along its coast save for a few lone fisherbeasts huts. Fishing here is fairly popular, since the shallows and rocky grottoes draw in many rock-dwelling fish species.The only reputable feature of Length is that it is the site of the Imperial University. Anyone with the right connections or the right amount of gilders can get in, and will hopefully have some sense drilled into them.
Maquisty Cape
Maquistry Cape, east from Length and across a wide bay, is the second most important port in the Vulpine Imperium. Though much smaller than Bully Harbour, the port is a great deal cleaner and has a much lower crime rate than its larger cousin. There are many quaint venues here that attract beasts from across Vulpinsula, mostly used to bring in tourists.
There is a great deal of trade between the Cape and the East Tookumberry Key. The port is, in fact, the primary center of imports from the Key. With so much trading going back and forth, a sea-route has since been charted and marked on any good merchants maps.
A great portion of the Imperium's manufacturing capability is vested in the port.
Tully Shore
Tully Shore, on the southeastern coast of Vulpinsula, is a pleasent streatch of coastline to visit. Its beachs are made up of powder-fine sand, its warm waters are clear and free of pollution and the waves always lap gently against the shore. The grassy bluffs along Tully Shore slope gently down to to meet the sand. It is, in the mind of many beasts, the epiphany of the word "vacation."
Because of this, the Rich and Really Quite Insanely Rich keep many summer homes along the Shore. During the warmer months, they can be seen grouped along the beach, sitting under their frilly umbrellas and making rude "Hmphing" noises at their neighbors. Its a chance for the elite to socialize, gossip and generally try and climb the social ladder. The culture of the Rich is an alien one to the average citizen and so many writers and academics gather there as well to study these unsual customs in hopes of finding out what it all means.
Kenny's Bunk Pointe
The southernmost tip of the Vulpinsula, where a small town of the same name sits. No one is exactly sure who Kenny was, and why the Point was named after his bunk. This continues to baffle historians to this day.
Kenny's Bunk Point has quite the reputation, being in all sense of the term a "tourist trap." Indeed, the town came into being mostly to try and tempt sightseeing beasts into spending their gilders on cheap junk. At first, the Point drew in beasts who sought to observe certain large, sea-dwelling creatures that would pass it during the winter months. Eventually, some clever beasts hit upon the idea of exploiting this to earn profit, and thus the town appeared, initially offering "Certain Large Sea-Dwelling Creature Cruises." These yachting expeditions, ranging from one to three hours in length, still pull in the cash to this day.
It's not a good idea to visit Kenny's Bunk Point if you value your money. The citizens will hound you, annoy you and even prevent you from leaving until you've bought at least one of everything.
Urk
Also known as the Northernmost Frumplin, Urk is a frigid dot of tundra inhabited by ruthless pygmy shrews nearest to the field of iceburgs. It is one of a very few places in proximity to Vulpinsula which has not been conquered.
There is no trading between the Imperium and Urk. Leave it alone. If you find yourself on Urk, the best suggestion is to get off, and quickly before you're gobbled up by shrews.
Petroa
Petroa is a somewhat bland, rocky island due north of the Vulpinsula. There's not much to see or do on Petroa, the island being little more than some scraggly trees and precipitous crags. Much like Length, the few beasts living there eke out a meager existence by fishing. If one seeks to get away from busier society and can fend for themselves, this is an ideal spot, where one usually isn't bothered.
Oddly, the island has generated some bizarre and eager ideas in the minds of entrepreneurs, and ownership of land on the island has gone from contested to so befuddled no one really bothers with the legalities anymore. One former landowner had plans to convert most of the island into something akin to a park, but with a carnival set up that never packed up and left. Unfortunately he was taxed into submission under shady circumstances and was forced to give up his plans for the so-called "amusement park." In more recent years, eager realtors have been trying vainly to sell property there. The sleepy island just doesn't generate enough interest in the public.
Parva
Another island near Vulpinsula, Parva has been nicknamed the "Smallest" Island with good reason. The island was small to begin with, but is now crowded with the homes of well-off beasts. Parva is popular to those who want a more upscale atmosphere then nearby Downel and who have enough gilders to do so. There are several nice- yet private- gardens and verandas on the island, and when the right wind blows it carries some lovely flowery scents to Downel and to anyone crossing the Borfurt Shallows.
Bofurt Shallows
Connecting Downel and Parva is a long sandbar called the Borfurt Shallows. At the right time of day, one can walk briskly from one island to another. Most creatures use shallow boats, however.
Downel
Located southeast of Kenny's Bunk Point near Vulpinsula , Downel is thankfully larger than its sister island, Parva. It's never very crowded on Downel, even during tourist season- after all, it's an island where creatures go to sit in the warmer sun and enjoy themselves. It has an excellent view of the Sea of Calamities. Downel is home to Smufum Beach, probably one of the more famous sights in the Imperium .
Downel is also noteable for its rich vineyards. The climate there suits the growing of grapes and berries in the production of fine wines, and they usually sell for a high price. Those who can afford it won't ever tell you've they've hated Downel wine, and the Rich often demand their spirits come from the island specifically.
Smufum Beach
A rather famous beach which sports numerous coral reefs and has begun to see the development of resorts and a tourist industry, good for beasts looking to get away from it all. Often offers discounts to beasts of the Imperial Navy on shore leave.
Magh
Southeast of Vulpinsula, just on the marked edge of the Sea of Pleasantries, is the large and foreboding isle of Magh. Large because, for its lonesome position in the sea, it could rival Resolution for size. Foreboding due to its enigmatic nature. Magh is the known headquarters of the Ministry of Innovation and there is rumor they keep their secret labs in tunnels beneath the island's surface. It is unknown what exactly goes on beyond Merith Cove, Magh's lone port, and anybeast that has ventured into the island's interior has never been seen again.
Noteworthy (and non-confidential) locations on Magh include Merith Cove and the Windthrift Caves.
Merith Cove
Merith Cove is Magh's only known settlement (although rumor persists that the Ministry of Innovation keeps a hidden harbor somewhere else), located on the southernmost tip of the island. It is a rather boring place, with little to actually draw anyone in. There's no real entertainment, no decent pub, and anybeast that heads inland will surely vanish without a trace. Merith Cove is, however, a top producer of various luxuries. This business keeps the town running.
Aside from a few mysterious warehouses, there's really not much else to say about Merith Cove.
Windthrift Caves
On the northern coast of Magh is a rocky, dangerous cove, where tidal openings lead into a series of caves. It is treacherous trying to battle the surf and get a boat into the entrance, wherein lies a wide subterranean lagoon. From there, several tunnels branch away and form a maze of dark, winding passages and vast caverns where one could easily get lost or stumble into a pitfall. Rumor has it the caves were once a branch of the supposed Ministry of Innovation tunnel network that have since been sealed off.
Provinces of the Imperium
Tookumberry and the Eastern Island Chain
Westisle and the Western Island Chain
The Mahsterious Sathern Continent and the Southern Fortress Line
The Northlands

The Imperial Core: Vulpinsula and Surroundings
Vulpinsula and its surrounding islands, which lie in the Sea of Calamities, are all that remain of the Beastiolia island chain, which was sunk by some untold disaster ages ago. It is probably the most important place in all the Imperium, as Vulpinsula is the seat of Imperial power and the primary center of trade. All flagships of the Imperial Navy make berth here in Bouillabaisse Harbor, or Bully Harbour.
On the isle of Vulpinsula itself you will find the towns of Amarone, Bully Harbour, Length, Maquistry Cape, Tully Shore, and Kenny's Bunk Pointe.
Surrounding Vulpinsula are many small islands, which are as follows: Urk, Petroa, Parva and the Borfurt Shallows which connect it to Downel, and Smufum Beach .
Amarone
The capitol of the the Vulpine Imperium, Amarone is first and foremost the home of the Empress and is treated with almost as much reverence as She is. The city is perched among the low hills of inland Vulpinsula and it has been said that one can see every coast on the island from the Empress's Palace (though none but the most important have been inside, and they have been sworn to secrecy, as any documentation regarding to the palace's interior is strictly prohibited and punishable by death)
Amarone is the cleanest city in the Imperium. The Empress has accomplished this bragging right by not allowing anyone to live outside the Palace Complex and hiring an elite crack-force of sanitation workers to scrub the city every night. Indeed, most speculate Amarone is merely a city for show, as the only beasts living there are the Empress's personal servants. Of course, it is also said the Empress has so many servants that it does take a whole city to house them all.
Aside from the Palace, the city contains an Art Museum and Archive, though practically no one is allowed to enter. A single, well-traveled road connects Amarone to Bully Harbour, and nothing gets in or out of the city without careful inspection, usually by members of the Stoatorian Guard .
Bouillabaisse Harbour (Bully Harbor)
Bully Harbor, also known as Bouillabaisse Harbour, is the main port for the Naval Fleet and is home to the Ministries that control the Imperium. Though not the capital of Vulpinsula, it hosts all of the Ministries main buildings and the primary naval port and warehouses-- though one could easily argue that it is the heart of Vulpinsula and the Imperium. Bully Harbor is comprised of five residential districts. In order of wealth they are: The Slups, The Barracks, Imperial Condos, Zann's Backyard, and the Insanely Rich Area. Bully Harbor also has a business district, centered in the Trenches, but reaches to such areas as: Zann's Alley, Zann's Backyard, the Market, and the Northern Warehouses. The Docks are separated into five main areas, reaching from the lowly Fishminister's Dock to the Imerial Jetty. The primary wealth of the Harbor comes from these docks, so even the Fishminister's Dock is in prime condition and commonly traveled.
Length
The northernmost tip of the Vulpinsula. Its a fairly decent area, mostly mixes of sand and pebble beaches, with the occasional rocky inlet. Trade here is scarce, as there are no towns along its coast save for a few lone fisherbeasts huts. Fishing here is fairly popular, since the shallows and rocky grottoes draw in many rock-dwelling fish species.The only reputable feature of Length is that it is the site of the Imperial University. Anyone with the right connections or the right amount of gilders can get in, and will hopefully have some sense drilled into them.
Maquisty Cape
Maquistry Cape, east from Length and across a wide bay, is the second most important port in the Vulpine Imperium. Though much smaller than Bully Harbour, the port is a great deal cleaner and has a much lower crime rate than its larger cousin. There are many quaint venues here that attract beasts from across Vulpinsula, mostly used to bring in tourists.
There is a great deal of trade between the Cape and the East Tookumberry Key. The port is, in fact, the primary center of imports from the Key. With so much trading going back and forth, a sea-route has since been charted and marked on any good merchants maps.
A great portion of the Imperium's manufacturing capability is vested in the port.
Tully Shore
Tully Shore, on the southeastern coast of Vulpinsula, is a pleasent streatch of coastline to visit. Its beachs are made up of powder-fine sand, its warm waters are clear and free of pollution and the waves always lap gently against the shore. The grassy bluffs along Tully Shore slope gently down to to meet the sand. It is, in the mind of many beasts, the epiphany of the word "vacation."
Because of this, the Rich and Really Quite Insanely Rich keep many summer homes along the Shore. During the warmer months, they can be seen grouped along the beach, sitting under their frilly umbrellas and making rude "Hmphing" noises at their neighbors. Its a chance for the elite to socialize, gossip and generally try and climb the social ladder. The culture of the Rich is an alien one to the average citizen and so many writers and academics gather there as well to study these unsual customs in hopes of finding out what it all means.
Kenny's Bunk Pointe
The southernmost tip of the Vulpinsula, where a small town of the same name sits. No one is exactly sure who Kenny was, and why the Point was named after his bunk. This continues to baffle historians to this day.
Kenny's Bunk Point has quite the reputation, being in all sense of the term a "tourist trap." Indeed, the town came into being mostly to try and tempt sightseeing beasts into spending their gilders on cheap junk. At first, the Point drew in beasts who sought to observe certain large, sea-dwelling creatures that would pass it during the winter months. Eventually, some clever beasts hit upon the idea of exploiting this to earn profit, and thus the town appeared, initially offering "Certain Large Sea-Dwelling Creature Cruises." These yachting expeditions, ranging from one to three hours in length, still pull in the cash to this day.
It's not a good idea to visit Kenny's Bunk Point if you value your money. The citizens will hound you, annoy you and even prevent you from leaving until you've bought at least one of everything.
Urk
Also known as the Northernmost Frumplin, Urk is a frigid dot of tundra inhabited by ruthless pygmy shrews nearest to the field of iceburgs. It is one of a very few places in proximity to Vulpinsula which has not been conquered.
There is no trading between the Imperium and Urk. Leave it alone. If you find yourself on Urk, the best suggestion is to get off, and quickly before you're gobbled up by shrews.
Petroa
Petroa is a somewhat bland, rocky island due north of the Vulpinsula. There's not much to see or do on Petroa, the island being little more than some scraggly trees and precipitous crags. Much like Length, the few beasts living there eke out a meager existence by fishing. If one seeks to get away from busier society and can fend for themselves, this is an ideal spot, where one usually isn't bothered.
Oddly, the island has generated some bizarre and eager ideas in the minds of entrepreneurs, and ownership of land on the island has gone from contested to so befuddled no one really bothers with the legalities anymore. One former landowner had plans to convert most of the island into something akin to a park, but with a carnival set up that never packed up and left. Unfortunately he was taxed into submission under shady circumstances and was forced to give up his plans for the so-called "amusement park." In more recent years, eager realtors have been trying vainly to sell property there. The sleepy island just doesn't generate enough interest in the public.
Parva
Another island near Vulpinsula, Parva has been nicknamed the "Smallest" Island with good reason. The island was small to begin with, but is now crowded with the homes of well-off beasts. Parva is popular to those who want a more upscale atmosphere then nearby Downel and who have enough gilders to do so. There are several nice- yet private- gardens and verandas on the island, and when the right wind blows it carries some lovely flowery scents to Downel and to anyone crossing the Borfurt Shallows.
Bofurt Shallows
Connecting Downel and Parva is a long sandbar called the Borfurt Shallows. At the right time of day, one can walk briskly from one island to another. Most creatures use shallow boats, however.
Downel
Located southeast of Kenny's Bunk Point near Vulpinsula , Downel is thankfully larger than its sister island, Parva. It's never very crowded on Downel, even during tourist season- after all, it's an island where creatures go to sit in the warmer sun and enjoy themselves. It has an excellent view of the Sea of Calamities. Downel is home to Smufum Beach, probably one of the more famous sights in the Imperium .
Downel is also noteable for its rich vineyards. The climate there suits the growing of grapes and berries in the production of fine wines, and they usually sell for a high price. Those who can afford it won't ever tell you've they've hated Downel wine, and the Rich often demand their spirits come from the island specifically.
Smufum Beach
A rather famous beach which sports numerous coral reefs and has begun to see the development of resorts and a tourist industry, good for beasts looking to get away from it all. Often offers discounts to beasts of the Imperial Navy on shore leave.
Magh
Southeast of Vulpinsula, just on the marked edge of the Sea of Pleasantries, is the large and foreboding isle of Magh. Large because, for its lonesome position in the sea, it could rival Resolution for size. Foreboding due to its enigmatic nature. Magh is the known headquarters of the Ministry of Innovation and there is rumor they keep their secret labs in tunnels beneath the island's surface. It is unknown what exactly goes on beyond Merith Cove, Magh's lone port, and anybeast that has ventured into the island's interior has never been seen again.
Noteworthy (and non-confidential) locations on Magh include Merith Cove and the Windthrift Caves.
Merith Cove
Merith Cove is Magh's only known settlement (although rumor persists that the Ministry of Innovation keeps a hidden harbor somewhere else), located on the southernmost tip of the island. It is a rather boring place, with little to actually draw anyone in. There's no real entertainment, no decent pub, and anybeast that heads inland will surely vanish without a trace. Merith Cove is, however, a top producer of various luxuries. This business keeps the town running.
Aside from a few mysterious warehouses, there's really not much else to say about Merith Cove.
Windthrift Caves
On the northern coast of Magh is a rocky, dangerous cove, where tidal openings lead into a series of caves. It is treacherous trying to battle the surf and get a boat into the entrance, wherein lies a wide subterranean lagoon. From there, several tunnels branch away and form a maze of dark, winding passages and vast caverns where one could easily get lost or stumble into a pitfall. Rumor has it the caves were once a branch of the supposed Ministry of Innovation tunnel network that have since been sealed off.
Provinces of the Imperium
Tookumberry and the Eastern Island Chain
Westisle and the Western Island Chain
The Mahsterious Sathern Continent and the Southern Fortress Line
The Northlands
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