Northwest Keswick

northwest-keswick

Arthorp, The Capital City of Keswick

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Arthorp is the capital city of nation of Keswick.   The city is built around a stronghold of stone and iron. It is governed by both the human King Ernard Nynsalt and King Varath the Bold. Each King governs their own race.  King Nynsalt resides in Rose Castle, while the Dragon King Varath lairs in Dragon Clutch Castle.  The vaulted Dragon Riders, and Knights of Keswick are trained here.  The city also hosts the Tower of Fate, the college for the vaulted Red Wizards who are lead by the Lord High Mage Ptamias.   Keswick is a bastion for good against the dark forces.

The people of Arthorp live according to their station or money can afford.  Houses line the streets, and the city is alive with commerce.  Outlining farming is lush, and stretches out for miles.  The people of Arthorp conform to a caste system, and follow the traditions of Chivalry.  Lords must protect their lands and people, and the King defends the realm of Keswick.

  • Rulers:  King Ernard Nynsalt [human male LG], King Varath the Bold [Great Wyrm Gold Dragon male LG]
  • Government:  Duel Monarchy
  • Governing Alignment:  LG
  • Community Size:  Metropolis
  • Population:  82,902 Adults
  • Size:  534.17 Acres
  • Population Density (Adults/Acre):  155.20 Adults/Acre
  • Races: Human (77,099); Kender (1,658); Elf (829); Dwarf (829); Gnome (829); Half Elf (829); Half Ogres(829)
  • Gold Piece Limit:  160,000.00
  • Wealth:   663,216,000.00
  • Income for Lord(s)/King(s):  331,608.00
  • Magic Resources:  66,321,600.00
  • Imports:  Fish, Platinum, Wheat and Wood
  • Exports:  Ale, Barrels, Cord, Necklaces and Peaches
  • Locations of Interest:
    • Tower of Fate:  This is a training ground for the Red, White and Black Robed Wizards.
    • The Knights of Arthorp Academy – Training grounds for Knights of Arthorp.  It is also a place where only the bravest and most honorable can train towards Knighthood in the orderof the Crown, Sword, and Rose.
    • The Sneaky Apple – A very popular Inn where most heroes of the land have stayed.
    • The Haunting Boar – A very special tavern made to entertain visiting Dragons.
    • The Rose Castle – King Nysalt’s palace and stronghold.
    • Dragon Clutch Castle – King Varath’s palace and stronghold.
  • Important NPC’s:
    • Lord High Mage Ptamias male human
    • Lord High Cleric Shavia Vienea, female human
    • Lord High Marshall Pom Eatha, female human
    • General Teastus Easmek, male human

Hornfall

There are six distinct clans, and cities, of dwarves who live here. Although each city seems distinct from one another, all were laid out in an orderly fashion. A traveler could go into any city in any part and know where to find homes, shops and businesses on any level.

Hornfall is a dwarven nation located in southwestern Keswick. The major geographical features of Hornfall is the Five Kings Mountain.  The dwarven city of Hornfall  encompasses three hundred square miles beneath Five Kings Mountain.  Earthquakes are common around underground kingdom. Small ones are called “Rattlers” because all they do is rattle the dishes.

In the more populated areas, wagons that ride on rails permit quick transport of goods and people between the cities. Large vertical holes, also called transport shafts, have been carved through each level. These allow goods and people to travel up and down many levels via buckets attached to huge chains.   Time within this underground world is kept by Water-clocks that are set to the sun of the outside world. During the night, lights sparkle throughout the realm, these are usually from the Lanterns of Hornfall.

  • Rulers: King Vofeac Dimshoulder [dwarf male LG]
  • Government:  Monarchy
  • Governing Alignment:  LG
  • Community Size:  LargeCity
  • Population:  16,147 Adults
  • Size:  120.64 Acres
  • Population Density (Adults/Acre):  133.84 Adults/Acre
  • Races:  Dwarf (7,816); Human (1,229); Halfling (2,906); Elf (1,614); Gnome (1,130); Half Elf (807); Half Ogre (484); Other (161)
  • Gold Piece Limit:  40,000.00
  • Wealth:  32,294,000.00
  • Income for Lord(s)/King(s):  80,735.00
  • Magic Resources:  3,229,400.00
  • Imports:  Blankets, Fish, Mulberries and Yams
  • Exports:  Blackberries, Felt, Flour, Iolite and Swords
  • Locations of Interest:
    • Anvil’s Echo – The name of both the natural cavern that is located. The caverns contained a large pit that was a defensive measure to protect Hornfall from invasion. Across the pit was a bridge that was below murder holes and the bottom of the pit was 100 feet below. It was said that a hammer strike in these halls could be heard throughout Hornfall.
    • Temple of Reorx:  Originally designed as the perfect testimony of dwarven craftsmanship, it had been converted into the New Council Hall.
    • Temple of the Stars:  The temple was a large square building that contained four entrances that symbolized the four compass points. The entrances led into wide hallways that ran straight to the inner chamber.  This temple was the most holy site in all of Hornfall because it contained a bottomless shaft that dwarves believed led to a lost city. The shaft was discovered during the construction of Hornfall and was a natural phenomenon. Several attempts were made to determine how far the shaft went but none of the attempts ever produced any answers.
    • Den of Respite (Inn)
  • Important NPC’s:
    • King Vofeac Dimshoulder
    • Lord High Cleric Vorram Snowarm
    • Lord High Marshal Glatumi Bitterbrow
    • Lord High Mage Thormat Orcmantle
    • Lord High Inquisitor Elkron Bouldershoulder

Thin Grove

Long protected by a great unicorn called the Nightwind.  The Nightwind is a unicorn that lives in Thin Grove. She is said to live in the Unicorn Grove and is the leader of all the creatures of Thin Grove including the Centaurs that live there and pegasi. The Nightwind is known to have great wisdom, a deep voice, silver fur covering her body, a single ivory horn comes out of her head, and is is said to be as old as the forest.

For a long time, Thin Grove was also home to a large number of undead and was avoided by most of the living, other than the Nightwind and her followers. With the removal of the undead, it occasionally has the odd traveler, foolhardy enough to try and brave its depths. Also dwelling within the woodlands are several clans of centaurs and satyrs who serve the Nightwind and tend to the forest. The centaurs are highly protective of their woods and prove to be fierce guardians who repel most outsiders from entering.

  • Rulers: Nightwind [unicorn male LG]
  • Government:  Theocracy (Ehlonna)
  • Governing Alignment:  NG
  • Size: Forest
  • Population:  26,283 Adults
  • Size:  190.41 Acres
  • Population Density (Adults/Acre):  138.03 Adults/Acre
  • Races:  Centaurs (20,505); Human (2,365); Halfling (1,314); Elf (788); Unicorns (525); Gnome (262); Half Elf (262); Half Ogres (262)
  • Gold Piece Limit:  40,000.00
  • Wealth:  52,566,000.00
  • Income for Lord(s)/King(s):  131,415.00
  • Magic Resources:  5,256,600.00
  • Imports:  Coral, Corn, Lead, Leather and Silkworms
  • Exports:  Baskets, Flour and Wine
  • Locations of Interest:
    • Unicorn Grove – The home of Nightwind, and a small community of Unicorns.
  • Important NPC’s:
    • Nightwind – Unicorn
    • Uropatos – Centaur Clan Leader

Zanfan

Zanfan involved a time when the Knights of Arthorp explored the mountain. The gnomes attempted to hide their mountain from the knights. However, a gnomish guild thought that it would look suspicious if an entire mountain disappeared. This prompted an argument between two opposing sides of gnomes. Later, they decided to drive away the knights by exploding rotten eggs. Then the gnomes were forced to leave the mountain for 2 years from the stench.

The home city of the gnomes, is actually an extinct volcano.  Zanfan has an incredibly “sophisticated” transportation system. Many gnomes considered that stairs were outdated, useless, and “primitive”. Their method of traveling to different floors within the mountain involves catapults. On the ground are many catapults. The gnome gets on one of them, and then a bell rings on the floor that the gnome intends to go to, letting the inhabitants of that floor know about an arrival. Then the catapults launches the gnome upwards. When the gnome reaches that floor, a net is supposed to roll out and catch the gnome. If it fails, then a net on the floor below it opens. If all the nets on all the floors miss the gnome, sponges are deployed on the ground floor… to help clean up the mess.

  • Rulers: King Aridon Traybar[gnome male CG]
  • Government:  Monarchy
  • Governing Alignment:  CN
  • Size:  Large City
  • Population:  30,157 Adults
  • Size:  220.68 Acres
  • Population Density (Adults/Acre):  136.66 Adults/Acre
  • Races:  Gnome (23,526); Human (2,714); Halfling (1,507); Elf (904); Dwarf (603); Half Elf (301); Half Ogre (301); Other (301)
  • Gold Piece Limit:  40,000.00
  • Wealth:  60,314,000.00
  • Income for Lord(s)/King(s):  150,785.00
  • Magic Resources:  6,031,400.00
  • Imports:  Earrings, Swords and Wool
  • Exports:  Baskets, Dogs, Wheat and Wine
  • Locations of Interest:
    • Guild House of Hydrodynamic Masters and Journeymen
    • Genealogy Guild
    • The Great Library
  • Important NPC’s:
    • Salcorin Urifan, Merchant Guildmaster
    • Briston Vorkur, Patent Guildmaster
    • Feltor Ronwin, Machinist Guildmaster
    • Lanzu Quafan, Miners Guildmaster

Airut

Airut is the home of the High Ogres of Arreanna, the Irda, who are the most beautiful, and the wisest of races, enjoying a large fruitful empire.  Located deep inside the Thunder Wastes, Airut is a city protected from discovery by many magical powers, not the least of which is a permanent hallucinatory terrain spell that makes the city seem to be a calm stretch of open plains.  Spell wards are set up at the boarders to trick travelers from crossing their boarders by confusing their sense of direction.  The Irda hear a telepathic call that allows them to find Airut.

For the most part, Irda are quite a forgotten race. Yet, due to the shame they feel about their history and relationships to other ogres, they keep to themselves and do not get involved with other races, fearing their wrath and hatred. If there was a race for the Irda to fear, it would most definitely be ogrekind, as their fallen cousins think of Irda as weak bags of flesh, worth nowhere near the glory of an average ogre.

  • Rulers: Lord Klerth Xuorub [Irda male NG]
  • Government:  Magocracies
  • Governing Alignment:  NG
  • Size: Small City
  • Population:  11,389 Adults
  • Size:  107.45 Acres
  • Population Density (Adults/Acre):  105.99 Adults/Acre
  • Races:  Irda (4,104); Human (2,277); Halfling (2,050); Elf (1,138); Dwarf (797); Gnome (569); Half Elf (341); Half Ogre (113)
  • Gold Piece Limit:  15,000.00
  • Wealth:  8,541,750.00
  • Income for Lord(s)/King(s):  42,708.75
  • Magic Resources:  854,175.00
  • Imports:  None
  • Exports:  None
  • Locations of Interest:
    • The Efficient Jester :  A meeting place for Irda adventurers to rest, and tell the stories of the goings on in Arreanna.
    • Prime Atheneum:  The great library of the High Ogre, with writings that span before 0 AP.
    • Chrono Hall:  A museum dedicated to cultural artifacts from the land before the Purge and The Dragon War.
    • The Nameless Borough:  The ruins on which Airut was built around.  This ancient city is the only intact monument to life on Arreanna before the Purge and The Dragon Wars.
  • Important NPC’s:
    • Lord Klerth Xuorub: The eldest of the five High Ogre Ruling Council members, and also the most powerful. He has kept his seat of power longer than any of the other four Ruling Council members.
    • Lady Terag:  One of the five High Ogre Ruling Council members.
    • Lord Ogruk:  One of the five High Ogre Ruling Council members.
    • Lady Klokorg:  One of the five High Ogre Ruling Council members.
    • Lord Bluk:  One of the five High Ogre Ruling Council members.

Cartarosa

Cartarosa is essentially a collection of sheep ranches with a marketplace in the center.  The Cartarosa people live in a great valley with lush pasture land in all directions.  The people of Cartarosa are a simple people of the land.  Their life is connected to their source of survival, the sheep they raise.  The wool exports from this town provide clothing for most of Keswick.  They are also known as for their wolf hunters, which protect the sheep from roaming packs that travel the plains.

  • Rulers: Lady Kaliyah Mcmahon [human female CG]
  • Government:  Council
  • Governing Alignment:  LG
  • Community Size:  SmallTown
  • Population:  1,432 Adults
  • Size:  37.66 Acres
  • Population Density (Adults/Acre):  38.03 Adults/Acre
  • Races:  Halfling (519); Human (286); Elf (257); Dwarf (143); Gnome (100); Half Elf (71); Half Ogre (42); Other (14)
  • Gold Piece Limit:  800.00
  • Wealth:  57,280.00
  • Income for Lord(s)/King(s):  572.80
  • Magic Resources:  2,864.00
  • Imports:  Saddles and Spices
  • Exports:  Bracelets, Sheep and Wool
  • Government:  Monarchy
  • Governing Alignment: Lawful Good
  • Ruler:  Lady Kaliyah Mcmahon
  • Locations of Interest:
    • Pinnacle Tower:  This tower was built 50 years ago as a central watchtower to for the center of the town.  When the outreaching watchtowers signal trouble, this tower can see it.
    • The Last Face:  A famous Inn known for their cooked sheep, and honey ale.
    • Featherfall Temple:  A temple dedicated to Ehlonna, known for its veterinarian skills in healing.
    • Bradley Ranch:  This is the largest Ranch in Cartarosa.
  • Important NPC’s:
    • Jonathan Bradley: The oldest member of the Bradley family.
    • Edith Robbins:  One of the five Ruling Council members.
    • Lady Kaliyah Mcmahon:  One of the five Ruling Council members.
    • Lady Klokorg:  One of the five Ruling Council members.
    • Lord Bluk:  One of the five Ruling Council members.

Papamia

Papamia has became a great vacation spot on the face of Keswick.  The town of Papamia is located at the bottom of a canyon with the Charmed Beck running through it.  The city of Papamia is a vacation location for all the wealthy of Arreanna.  People come from leagues away to take part in the sights, sounds, and entertainment of Papamia.  The town is owned by the Maze Kingdom Cartel.  The costs are extravagant, as are the thrills.

  • Rulers: Archie Graham – Maze Kingdom Cartel Owner [human male NE]
  • Government:  Syndicracy
  • Governing Alignment:  LN
  • Community Size:  SmallTown
  • Population:  1,432 Adults
  • Size:  37.66 Acres
  • Population Density (Adults/Acre):  38.03 Adults/Acre
  • Races:  Halfling (519); Human (286); Elf (257); Dwarf (143); Gnome (100); Half Elf (71); Half Ogre (42); Other (14)
  • Gold Piece Limit:  800.00
  • Wealth:  57,280.00
  • Income for Lord(s)/King(s):  572.80
  • Magic Resources:  2,864.00
  • Imports:  Saddles and Spices
  • Exports:  Bracelets, Sheep and Wool
  • Government: Syndicracy
  • Governing Alignment: Lawful Neutral
  • Ruler:  Archie Graham – Maze Kingdom Cartel Owner
  • Locations of Interest:
    • The Run of Flags:  This strip of land approximately 1 square mile has flags built every three hundred feet.  If you purchase a ticket you can enter this area with a magical token that activates the illusion spells programmed into the flags.  Inside the Run you can experience adventure, lost loves, play out fantasies, and live a different life.  The cost is 100 gp’s a day.
    • Night Helmet Games:  The largest collection of gambling in the world of Arreanna.  Over 100 games are independently ran by members of the Maze Kingdom Cartel.
    • Forsaken Turtle Arts:  A Colosseum built to look like an upside down turtle shell, where bards perform in plays, concerts, and comedy performances every night.
  • Important NPC’s:
    • Archie Graham: The owner of the Maze Kingdom Cartel.
    • Ben Burke:  Director of the Forsaken Turtle Arts.
    • Alina Brewer:  Director of the “working girls and guys” of the Maze Kingdom Cartel.
    • Dayton Morales:  Director of gambling in the Night Helmet Gaming rooms.
    • Trevor Compton:  Director of the Run of Flags.

Ilbryn

Created along the lengths of lovely coral reefs and in dark sea trenches, Ilbryn was founded by a tribe of wandering Sea Elves, who the legends say were led to the site of Ilbryn by a great Golden Whale.  Amidst the waters of the Misty Depths, lying directly Northwest of Keswick is the Sea Elves city of Ilbryn. Ilbryn is set among coral reefs, with both hot and cold springs.  It has a series of connected canyons that rise to just ten feet below the surface of the water, and also plummet to three hundred feet deep.  Lovely coral structures dot the entire city area, which are primarily used by the Dargonesti that call Ilbryn home. Large undersea gardens were spread around the residential areas for both privacy and to further exemplify the beauty of the sea. Crystal chambers and coral towers are also spread throughout the sea floor of Ilbryn, and several air chambers are also in prominent locations, to house air-breathing visitors to the Sea Elves city.

  • Rulers: King Elyon Herlar [Dargonesti elf male CG]
  • Government:  Tribal
  • Governing Alignment:  CG
  • Size: Large City
  • Population:  16,418 Adults
  • Size:  122.58 Acres
  • Population Density (Adults/Acre):  133.93 Adults/Acre
  • Races:  Elf (15,106); Human (328); Halfling (164); Dwarf (164); Gnome (164); Half Elf (164); Half Ogre (164); Other (164)
  • Gold Piece Limit:  40,000.00
  • Wealth:  32,836,000.00
  • Income for Lord(s)/King(s):  82,090.00
  • Magic Resources:  3,283,600.00
  • Imports:  Blackberries, Leather, Tin, Wine, Wool and Yarn
  • Exports:  Fish, Coral, Shell
  • Locations of Interest:
    • The Air Zoo – It is a collection of crystal domes that contain air pockets. Inside the domes, air-breathing animals and humanoids are kept. The humanoids are usually pirates serving a type of prison term. The sea elves swim by the domes to watch the creatures much as visitors would do at zoos on land.
    • The Rusted Bone Tavern:  A tavern that has air on the inside to cater to sea elves that like to drink and smoke. It is known for its strong drinks and its loose women.
    • The Temple of Deep Sashelas– Three arcades stacked on top of each other form the walls of the temple. The main part of the temple has no roof. In fact a large ninety-foot coral tree of fire-blossom coral sticks out from the fort roof and blossoms over the temple. The fire-blossom coral is luminescent and glows with greens, reds, and yellows.  The High Rector Falanthius’s reception chambers in the temple are decorated with sculpted murals dedicated to Deep Sashelas. The only piece of furniture in this room is a marble throne trimmed with gold. It has a jade headpiece and globe handgrips on the armrests.
    • The Tower of the Moon – The tower appears as a huge spiral shell that rises more than six hundred feet. It is made from silver mother-of-pearl, green jade shell, black obsidian, red crystals from ruby oysters. Smaller spiral towers are connected to the trunk of the tower. The base of the tower is connected to a large lattice coral dome that is the top of a large citadel. The citadel is made of types of eggshell, jade and marble. It houses dolphin stables, military barracks, and the royal residence of the King. The tower is heated by thermal vents.  The Tower of the Stars in Silvenost and the Tower of the Moon are sister towers, but they are not alike in form or appearance.
    • The Wet Dog –  The inn contains air pockets and exists for any air-breathing visitors that may come to the city.
  • Important NPC’s:
    • High RectorFalanthius
    • Echo Fury – A male War Dolphin. A Star-Nose Dolphin with a purple gray body and an ivory white beak. Echo Fury typically wears armor made of seal leather, turtle shell, spinefish scales, and sea urchin spines.  Echo Fury is a second generation War Dolphin. One of his parents was a Dragonesti Elf and the other was a dolphin. He is as intelligent as a normal Sea Elf, but could not take Elf form. Unlike dolphins he slept fully which is part of his elven heritage.
    • Shimmeral – is the wife and queen to Elyon.
    • Estheria – Is a typical Sea Elf with blue skin, purple eyes and long seaweed green hair. Her height is what makes her unusual because she is 5’9″ and 94 pounds, she towers above many of her elven kin.  Estheria is an oddity indeed. While the vast majority of her fellow elves remain aloof and maintain a suitable distance to the “lesser” races, Estheria believes that her kind needs to interact more with the world and she holds no illusions regarding her race’s role in the world.   Years of traveling on or near the surface world has brought Estheria into contact with other races and it is this contact which has made the sea elf much more open-minded and outgoing than others of her kind. The many crisis which have threatened both the surface world and the world beneath the waves have shown her with a frightening clarity that elves have done very little to help the world, instead withdrawing and leaving the so-called lesser races to fend for themselves which they have done with time and time again.

Arom

This small thorp acts as a trade route rest stop for travelers along the Dawn’s Way trail.
  • Rulers: Lord Charlie Cook [human male NG]
  • Government:  Conventional Noble Lord
  • Governing Alignment:  LG
  • Community Size:Thorp
  • Population:53 Adults
  • Size:31.40 Acres
  • Population Density (Adults/Acre):1.69 Adults/Acre
  • Races:Half Elf (23); Human (10); Halfling (9); Elf (5); Dwarf (3); Gnome (2); Half Ogre (1)
  • Gold Piece Limit:40.00
  • Wealth:106.00
  • Income for Lord(s)/King(s):0.32
  • Magic Resources:0.00
  • Imports:none
  • Exports:none

Söccööyapo

A small mining community at the base of the Five Kings Mountain.
  • Rulers: Lucas Riley [human male NG]
  • Government: Theocracy (Moradin)
  • Governing Alignment:  LG
  • Community Size:Hamlet
  • Population:195 Adults
  • Size:10.43 Acres
  • Population Density (Adults/Acre):18.70 Adults/Acre
  • Races:Elf (186); Human (3); Halfling (1); Dwarf (1); Gnome (1); Half Elf (1); Half Ogre (1); Other (1)
  • Gold Piece Limit:100.00
  • Wealth:975.00
  • Income for Lord(s)/King(s):1.95
  • Magic Resources:0.00
  • Imports:Copper
  • Exports:none

Jovuäköv

A large vein of Jade was found in 48 AP in the Windy Mountains, and the Gnomes of Jovuäköv have been mining it ever since.  They sell it to Obesh traders to fuel their fight against the Taint.

  • Rulers: Mayor Zapnic Celkug [gnome male CG]
  • Government: Town Council
  • Governing Alignment:  CG
  • Community Size:Village
  • Population:728 Adults
  • Size:29.65 Acres
  • Population Density (Adults/Acre):24.56 Adults/Acre
  • Races:Gnome (571); Human (65); Halfling (36); Elf (21); Dwarf (14); Half Elf (7); Half Ogre (7); Other (7)
  • Gold Piece Limit:200.00
  • Wealth:7,280.00
  • Income for Lord(s)/King(s):14.56
  • Magic Resources:72.80
  • Imports:none
  • Exports:Jade

Veria

Trade port for the northwest part of Keswick.  The city boasts a large compliment of breeders of elephants and donkeys.
  • Rulers: Abigail Elliott [human female NG]
  • Government: Merchants Guild
  • Governing Alignment:  LG
  • Community Size:SmallCity
  • Population:9,597 Adults
  • Size:82.82 Acres
  • Population Density (Adults/Acre):115.87 Adults/Acre
  • Races:Halfling (8,836); Human (191); Elf (95); Dwarf (95); Gnome (95); Half Elf (95); Half Ogre (95); Other (95)
  • Gold Piece Limit:15,000.00
  • Wealth:7,197,750.00
  • Income for Lord(s)/King(s):35,988.75
  • Magic Resources:719,775.00
  • Imports:Strawberries, Tapestries and Yams
  • Exports:Donkey, Elephants, Grapes and Saddles

Colorona

A gnomish fishing town. The gnomes here employ steam powered overly complicated mechanical devices to fish with, which to date causes as much mayhem as it does success.
  • Rulers: Rarec Gobbnyt [gnome female CN]
  • Government: Town Council
  • Governing Alignment:  LN
  • Community Size:LargeTown
  • Population:3,011 Adults
  • Size:54.30 Acres
  • Population Density (Adults/Acre):55.45 Adults/Acre
  • Races:Gnome (2,351); Human (270); Halfling (150); Elf (90); Dwarf (60); Half Elf (30); Half Ogre (30); Other (30)
  • Gold Piece Limit:7,000.00
  • Wealth:1,053,850.00
  • Income for Lord(s)/King(s):10,538.50
  • Magic Resources:52,692.50
  • Imports:Alexandrite, Avocados and Wool
  • Exports:Dye, Fish, Leather and Swans