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Southern Houress
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Duchy of Blackmel
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Duke Grendic Blackmel |
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Leader: |
Duke Grendic Blackmel |
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Capitol: |
Olfwa
(30,000) |
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Population: |
200,000+ |
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Demi-Humans: |
Elves, Halflings, Dwarves,and Gnomes |
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Humanoids: |
Goblins, Hobgoblins, few others |
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Resources: |
Platinum, Gold, Foodstuffs and Fishing |
Current Political Structure
3 Duchies and their
Dominions
Cities
| City |
Leader |
Pop. |
Pred. Race |
|
Argele |
Oalas |
17,815 |
Human |
|
Bahnnazel |
Beltir |
10,306 |
Elven |
|
Cha'khav |
Shiel |
12,380 |
Elven |
|
Eylah |
Kamonos |
10,968 |
Elven |
|
Granitaria |
Sen |
10,424 |
Dwarven |
|
High Evornia |
Michael |
22,702 |
Human |
|
Kraeth |
Krim |
11,764 |
Elven |
|
Kristal |
William |
19,500 |
Human |
|
Olfwa* |
Grendic |
30,000 |
Human |
|
Parfum |
Calibor |
16,500 |
Human |
|
Shoal City |
Narlos |
17,038 |
Human |
|
Tamariia |
Gregor |
19,851 |
Human |
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T'Everal |
Larlogas |
9,430 |
Elven |
|
Wor Onella |
Aranel (F) |
10,372 |
Elven |
* = capitol
Centuries ago,
the Duchy of Blackmel had been a land of scattered lords who warred
incessantly with one another over for control. With the rise of the Queen
of Varanady in the lands known today as the Defiled Lands, her forces
quickly began expanding to the north and west, consuming the lands before
them. The disorganized squabbling lords fell quickly, thanks to the
queen's wizards. As a reward for their loyalty and service, the queen
declared the lands to be a duchy under the most powerful of her wizards,
Aur Blackmel. Thus, the Duchy of Blackmel was born in the early years of
the 4th Age of Man.
Many years
later, the wizards of Blackmel began to feel the winds of fate shifting
against the White Queen. They made the choice to betray her. They joined
the rebels fighting to overthrow the queen, eventually doing so at the
cost of many thousands of lives. When the dust had settled, the rebels
began carving up the queendom. When it came to Blackmel, a great debate
raged. Many believed the wizards should be executed, or at least
imprisoned for being a part of the queen's monstrous reign. But the rebel
leaders know that they would not have been able to win the war without the
wizards' help, so they elected to allow the wizards to keep their country
under close scrutiny
The wizard were
relieved to have a country, but they quickly realized that their betrayal
had come at a steep cost. In her final days, the White Queen had unleashed
a magical malady on the lands of Blackmel, poisoning them. Over 80% of
Blackmelian territory is unable sustain crops. Despite all efforts by some
of the most powerful wizards and druids, no cure has been found. The
Blackmelians must use all available fertile land to grow food to sustain
the population, which must be supplemented by imports from surrounding
countries.
Centuries
later, people outside of Blackmel look up its arcane-using inhabitants
with fear and suspicion, leaving tensions high among leaders who enjoy an
uneasy peace.
Points of Interest
Black Swamp
A
part of the Aerlidonis Jungle nearly devoid of life, this dark place is
the home to evil spirits, who prefer the solitude the swamp offers, safe
from those who would hunt them. They spirits and ghosts of the Black Swamp
prey upon those unfortunate to wander into their midst. They have the
sense to leave the supply barges coming down the Flane River alone, mostly
because the vessels employ priests to ward the spirits off. Those foolish
enough to sail without a priest of some strength, usually never reach the
Darkwater.
Darkwater
For
generations, this area of the ocean near the southeastern coasts of
Northern Houress have seen the waters turned black for hundreds of miles.
The Darkwater literally bubbles and steams, emitting a stench that few can
stomach. No life can exist in the black waters. Some speculate that there
is a crack on the ocean floor leading the Hell allowing evil and ichor
from the horrid place to bubble the wound in Irith's skin. Others swear
that the dark queen's powers came from the Darkwater from a pact she made
with a devil. Rumors of all kinds abound even today ...
Salt
Barrens
Hundreds of
years ago, the ocean had occupied what is now a Sestillion and Blackmel as
far north as the northern border of the Salt Barrens. Over time, the sea
withdrew, leaving behind the Salt Barrens and the Aerlidonis Jungle. The
portion of land known as the Salt Barrens was so rich in sea salt, that
nothing ever grew there and the land remained white with dunes of pure
salt. Only a few odd creatures can live there and no one risks traveling
through the Barrens. The desolate, salty territory is cut in two by the
Flane River on its way to the Darkwater.
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Slavery
Slavery in the Duchy of Blackmel is Illegal.
Those caught practicing it are whipped and expelled from the
country.
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Sorlog
Dominion
Cities, Villages, Towns, Etc.
Olfwa
Leader: Duke Grendic Blackmel
Population:
15,000
Power Center:
Conventional
Alignment: Chaotic Good
Races: Humans:
5,550; Halflings: 3,000; Elves: 2,700; Dwarves: 1.500; Gnomes: 1,050; Half-Elves:
750; Half-Orcs: 450
Guards:
278;
Militia:
1,000
Sheriff:
Fighter lvl-12
The
capital city of Blackmel lies to the southeast of Kristal and is the
second city to the sea along the trade route from the north. The most
populated of the 3 major Blackmel cities, it is well know for the
crackling white sun hovering in the sky above the legendary Red Tower,
where High Monitor Grendic Blackmel the Arch Mage resides. Like most
wizards, he rarely sees the light of day as his hours are spent in private
study. Grendic is old and shows his age, his dour expression betraying his
mind all too often. He is strict when it comes to keeping order and
discipline in his city and his lands, and his means by which he
administers that order has bordered on near-ruthlessness. Only the sheer
profit he earns from the flow of merchants and traders through Blackmel
seemingly keeps him from going beyond reason. Olfwa is a city in perpetual
sunlight. During the day, there are two suns in the sky, one of which
never moves from above the Red Tower. At night, that white sun remains and
can be seen for miles around. Another city peppered thoroughly with Inns
and taverns that cater to the influx of traders, Olfwa is patrolled
constantly by a small army of mage guards who use their magic to maintain
order.
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Wor
Onella
Leader: Count Aranel Wixaria (F)
Population: 11,372
Power Center:
Magical
Alignment: Chaotic Neutral
Races:
Elves: 10,328; Halflings: 527; Humans: 513, Others: 4
Guards:
741;
Militia:
1,305
Sheriff:
Fighter lvl-15
Wor Onella lies 30 miles to the northwest of Olfwa
where the Seflin River empties into the Bay or Urol.
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T'Everal
Leader: Count Larlogas Rhein
Population: 9,430
Power Center:
Magical
Alignment: Chaotic Good
Races:
Elves: 8,872; Halflings: 228; Humans: 214, Dwarves: 80; Gnomes: 30;
Half-Elves: 3; Others: 3
Guards:
637;
Militia:
859
Sheriff:
Wizard lvl-11
T'Everal is located on the western border of Blackmel
where it meets the Dwarven Kingdom. The town lies approximately 125 miles
to the northwest of Olfwa.
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Granitaria
Leader: Count Sen Gravvt
Population: 9,424
Power Center:
Conventional
Alignment: Lawful Neutral
Races:
Dwarves: 9,367; Halflings: 28; Humans: 14, Elves: 0; Gnomes: 10; Half-Orcs: 3; Others: 2
Guards:
709;
Militia:
1,210
Sheriff:
Fighter lvl-12
Granitaria is nestled in the Sheel Hills. The dwarven
town is roughly 115 miles to the northwest of Olfwa.
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Shoal
City
Leader: Count Narlos Tiago
Population:
7,038
Power Center:
Conventional
Alignment: Lawful Neutral
Races: Humans:
6,384; Halflings: 207; Elves: 186; Dwarves: 103; Gnomes: 72; Half-Elves: 51; Half-Orcs:
31; Others: 4
Guards:
528;
Militia:
890
Sheriff:
Fighter lvl-12
Shoal City sits on the shores of the Bay of Urol
about 83 miles to the southwest of Olfwa.
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Toranny
Dominion
Cities, Villages, Towns, Etc.
Parfum
Leader: Vice Count Calibor
Ruchin
Population:
8,000
Power Center:
Conventional
Alignment: Chaotic Neutral
Races: Humans:
6,320; Halflings: 720; Elves: 400; Dwarves: 240; Gnomes: 160; Half-Elves:
80; Half-Orcs: 80
Guards:
658;
Militia:
1,105
Sheriff:
Ranger lvl-12
The
southernmost of the trio of Blackmel cities is Parfum. The huge port city
only boasts about three or four thousand regular inhabitants. But with the
number of ships and traders and visitors to the port of entry, there are
usually about ten to eleven thousand people in Parfum at any one time. The
city is a jumble of markets, ports, inns and taverns constantly filled to
bursting with people of all kinds. As with the other Blackmel cities,
order is strictly enforced, usually by the mage guardsmen who patrol the
streets. Monitor Calibor, a half-orc lord who won his position by
destroying the previous monitor in a personal battle of honor, has
surprised his critics by maintaining the bustling port and order there. A
powerful wizard who tolerates little, he has, over the past 12 years,
helped Parfum grow in sheer profit for Blackmel. For that alone, he has
Grendic's favor. A navy of 12 war galleys hail from Parfum. They
constantly patrol the waters of the Ceril Bay and out to the Darkwater,
looking for pirates and slavers, destroying all they find.
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Cha'khav
Leader: Count Shiel Fhauleff
Population:
5,380
Power Center:
Unconventional
Alignment: Chaotic Neutral
Races:
Elves: 5,324; Halflings: 17; Humans: 13; Others: 16
Guards:
350;
Militia:
705
Sheriff:
Ranger lvl-10
Deep in the Aerlidonis Jungle, Cha'khav lies 130
miles to the northeast of Parfum.
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Eylah
Leader: Count Kamanos Greenfell
Population:
8,968
Power Center:
Magical
Alignment: Chaotic Good
Races:
Elves: 8,889; Halflings: 39; Humans: 19; Gnomes: 0; Half-Elves:
6; Others: 15
Guards:
569;
Militia:
910
Sheriff:
Ranger lvl-13
Eylah is in the Aerlidonis Jungle on the shores of
Goathead Harbor. The elven city lies about 115 miles to the northeast of
Parfum.
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Bahnnazel
Leader: Count Beltir Ominos
Population:
7,306
Power Center:
Magical
Alignment: Chaotic Neutral
Races:
Elves: 7,253; Halflings: 26; Humans: 13; Dwarves: 0; Gnomes: 2; Half-Elves:
2; Half-Orcs: 2; Others: 6
Guards:
439;
Militia:
865
Sheriff:
Fighter lvl-12
Bahnnazel rests on the shores of the Bay of Urol
about 65 miles to the north of Parfum.
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Vharghal
Dominion
Cities, Villages, Towns, Etc.
Kristal
Leader: Vice Count William Kequrias
Population:
9,500
Power Center:
Conventional
Alignment: Neutral Good
Races: Humans:
3,515; Halflings: 1,900; Elves: 1,710, Dwarves: 950; Gnomes: 665;
Half-Elves: 475; Half-Orcs: 285
Guards:
575;
Militia:
980
Sheriff:
Fighter lvl-14
Nestled
against the Votack and the northern edge of the Remy Hills, is the
northern gateway between the lands of Brighkly and Blackmel and the first
stop for traders coming down from the north. The city has a small
permanent population, but the number of people in the town itself at any
given time is much more. In fact, Kristal is well known for the sheer
number of inns that dot border of the city. So many travelers come through
Kristal that the Inns are necessary to carry the load of hungry men and
women who need shelter for the night.
The city itself is walled and
heavily patrolled by mage
guards, who tolerate no chaos from anyone. They are quite capable of using
their magic to keep people in line. Monitor William Kequrias is an arch mage
who spends most of his time in seclusion. When he does appear, he is seen
as an amicable man, very young for an arch mage. But his decisions on any
matter are swift and sure.
Religion
Although there are a few private
places within the city where people can worship their god, there is are
only two temples. Both are to K'tash, god of magic. One is located near
the northern entrance to Kristal, while the other is near the center of
the city near they city council dome.
K'tash
Hall of Minds
The tower composed of deep purple
crystal, reaching well over six stories, lies in the center of Kristal.
Within the walls of this ancient and mystic place are where the mages of
the city meet and talk about their craft and many other things. This is
hub of all the wizards in all of Blackmel.
The high mage is Ahmis Felitrin, a
man of great physical height and magical power. His patience is as
legendary as his temper when released.
Thieves' Guilds
There are no organized guilds per
se within Kristal. The penalty for theivery is the painful extermination
of the offender and his/her entire family, along with anyone who was in
any way involved in the act or in the planning of the act. This has been
an effective deterrent to such organizations for a very long time,
although there are individuals within the city walls that have stolen and
will continue to do so.
Olargs
Olarg means "Beast of Burden" and
was derived from an ancient barbarian tongue from many centuries ago.
Olargs are any residents or non-residents of Kristal that are not arcane
spellcasters. Their jobs are relegated to menial work, such as farming,
merchants, store owners, etc.
Arcane spellcasters are considered
high caste, even if they have little or no money. Olargs are looked upon
by upper caste people as low but necessary and are treated with tolerance.
Olargs are usually those who never had the opportunity to learn arcane
spellcraft or had no aptitude for it.
Punishment for an Olarg
disrespecting an upper caste citizen is severe. Killing or even touching
an upper caste citizen in anger means a slow painful death for the
offender and his/her family.
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Kraeth
Leader: Count Krim Parthaom
Population:
8,764
Power Center:
Conventional
Alignment: Chaotic Neutral
Races: Humans:
8,393; Halflings: 158; Elves: 88; Dwarves: 52; Gnomes: 35; Half-Elves: 17; Half-Orcs:
17; Others: 4
Guards:
425;
Militia:
900
Sheriff:
Fighter lvl-13
Kraeth is located on the northern border with the
Dwarven Kingdom. The town lies about 80 miles to the west of Kristal.
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Argele
Leader: Count Oalas Khorsaur
Population:
6,815
Power Center:
Conventional
Alignment: Chaotic Good
Races: Humans:
6,433; Halflings: 163; Elves: 90; Dwarves: 54; Gnomes: 36; Half-Elves: 19; Half-Orcs:
17; Others: 3
Guards:
427;
Militia:
703
Sheriff:
Fighter lvl-10
Argele is located on the furtherest northern border
of Blackmel where it meets Sestillion. It lies approximately 50 miles to
the northeast of Kristal.
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High
Evornia
Leader: Count Michael Phernson
Population:
7,702
Power Center:
Conventional
Alignment: Lawful Good
Races: Humans:
6,629; Halflings: 340; Elves: 306; Dwarves: 170; Gnomes: 119; Half-Elves: 85; Half-Orcs:
51; Others: 2
Guards:
429;
Militia:
805
Sheriff:
Fighter lvl-12
Located on the Flane River bordering with Sestillion,
High Evornia lies about 68 miles to the southeast of Kristal.
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Tamariia
Leader: Count Gregor Non
Population:
8,851
Power Center:
Unconventional
Alignment: Neutral Evil
Races: Humans:
8,776; Halflings: 37; Elves: 18; Others: 20
Guards:
429;
Militia:
1,179
Sheriff:
Fighter lvl-14
Tamarria lies on the plains above central Blackmel to
the northwest of the Salt Barrens and about 62 miles to the northeast of
Olfwa.
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