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Cadwallon is a free city of Aarklash, a fantasy world torn apart by a dreadful war : the Rag’narok. Th is universe is the background of many games using miniatures from the Confrontation collection. In Cadwallon, the players hold in their hands the fate of a party of adventurers who’s purpose is to protect the city from threats (spies, traitors, rogue bands of outlaws an so on.); as well as threats from the outside (invaders, enemy powers, bloodthirsty gods and so on). Labeled “free leaguers”, these individuals are destined to undertake thrilling investigations and overcome tremendous perils. == Chronology == *''255'' Settlement of goblin exiles (Kraken Harbor) *''832'' Founding of Cadwallon, the Free City *''833'' Charter of the leagues decreed by Vanius I ; Establishment of the Barhan embassy ; Ennobling of Racllk of Kraken and creation of the fi efdom *''834'' Repairing of the Cynwäll automat, which becomes the symbol of the eponymous fi efdom *''835'' Charter of the fi efdoms and the peers decreed by Vanius I. *''843'' Johann of Drakaër is granted the privilege of riding a dragon *''844'' Creation of the Free University of Cadwallon *''859'' Founding of the fi efdom of Ogrokh *''900'' The Great fl ood devastates the city’s districts *''902'' Sale of the Rampart fi efdom to the Orrkrk family (Rampart) ; Declaration of the non-transferability of the fi efdoms *''932'' Expropriation of the Markropets by the Duke (Trophy); Granting of the Trophy fi efdom to Bran Standing-Wind *''950'' The duke claims the island of the Choltry *''955'' The plague in Morgue Street,which is placed into quarantine (Soma) *''956'' Invasion attempt by Water Elementals ; Creation of the fi efdom of Ghieronburg *''957'' The free leaguers burn down Morgue Street (Soma) *''958'' Building of the Denerac Villa (Ghieronburg) *''961'' Construction of the catacrypts (Ghieronburg) *''962'' Appearance of Baron Mardi (Ghieronburg) *''963'' Founding of the Gamehead fi efdom *''966'' The Tamarez Canal scandal (Ghieronburg) *''969'' Discovery of the dome of the Skinner (Gamehead) *''972'' Settling of the Barhan embassy in the Soma fi efdom *''983'' The great Akkyshan raid that led to the rebirth of the leagues *''988'' Large riots in Kraken leading to the death of the Peer *''991'' Massive strike of the Ferrymen *''992'' Adoption of Den Azhir by Camelia Orrkrk (Rampart) ; Founding of the guild of Birders (Immobilis) *''995'' Accession of Duke Den Azhir *''996'' Extension of the birthright and of the free duty (free leaguers) *''999'' Beginning of the construction of the Tractor ; Appearance of the coiling emissaries on the Day of Ashes *''1002'' Wedding of Racllk to Oklair Odazzur (Kraken); Assassination of Urakh Khaurik Argam (Orgokh) *''1003'' Today… == History == Cadwallon is a place fi lled with history and myths. Well before men began digging into the city’s ground, the high Cynwäll tower dominated the sea. According to the legend, other peoples that have disappeared since lived here long before this tower was built. ==== The City of Exiles ==== Th e Cadwës know little about these legends. Only the most erudite and most forthcoming Daïkinee elves tell of an ancient people whose territory stretched over here, a powerful yet bloodthirsty people allied to the most evil dragons of the whole Creation. Concerning these matters, and especially concerning the alliance with the venerated reptiles, the Cynwälls have always refused to express themselves, so there is nothing to confi rm the Daïkinees’ claims. Th ose who have explored the underground tunnels of Cadwallon claim that in the entrails of Aarklash lie ruins of unknown architecture of which the Automat, a gigantic articulated statue, is the ultimate visible remnant still working. Cylindrical tunnels wind underground and lead to forgotten sanctuaries, domes of stone and rock covered in moving symbols that refl ect the shadows. Among the Voyagers, the magicians who explore the strange lands lost beyond the common senses of mortals, a legend claims that the Cadwë tunnels lead to another world, an accursed and labyrinthine country. Th is maze is said to be the proof that the Cynwälls inherited the power of a foreign people. When Elhan and his followers embarked on the path of exile to found the Cynwäll nation* they settled the land now known as Lanever. Lying at the mouth of the Ynkarô and Leâk Shear, they built a stronghold that quickly became an important trading post between the peoples of Aarklash. Th e only place where the nations were allowed to walk the ground of Lanever without attracting the Cynwälls’ isolationist wrath, the city grew quickly. No one can agree on this city’s original name. Once again the Cynwälls stick to their usual discretion and only speak of Cadwallon. Th is is the name that, during the Golden Age, was spread among the centaurs that lived in the region and was then transmitted by this people to the fi rst men, the Kelts. While the Steel Age was already marking Aarklash, Cadwallon the Prosperous rapidly vanished, smothered by the voracious vegetation of a bewitched jungle. Rumors spread about a curse placed by the allies of the Meanders of Darkness. Th e Cynwälls were attacked by a horde of undead warriors led by a powerful necromancer, Sinlis Mantis. Th e animated corpses invaded the city by springing from the ground, or rather, to be exact, by using the forgotten network of tunnels. Th ough the threat was eventually thwarted, the lake became infested with rotting bodies that contaminated the city’s water supply, spreading infection and disease. Within a few days Cadwallon was deserted by its inhabitants. ==== The stateless ==== Many decades went by before a group of rogue warriors settled in this accursed place. Surely on the hunt for riches, these men were the founders of Cadwallon as we know it today. Th ese men went by the unfl attering terms of mercenaries, outlaws, bloodthirsty warriors and rejects. Having dubbed themselves “Dogs of War,” they blindly follwed their leader, Vanius. Th ey discovered the ruins of an ancient Cynwäll city and decided to settle there, hoping to unearth timeless artifacts left behind by the elves. Th e 200 Dogs of War were organized into 21 free companies, each one led by one of Vanius’s lieutenants. Th ese offi cers took care of clearing away the dirt and rubble... *''The Battle of the Wall of Earth'' The secrets buried in Cadwallon also caught the attention of others. Th e forces of the Meanders of Darkness, which had already been the cause of the fall of the Cynwäll city, tried to push out the new comers, yet the Dogs of War stood fast. Th erefore, Sophet Drahas, the commander of the armies of Acheron and baron of Taer Haez, requested for assistance from Feyd Mantis, the most powerful lord of his barony of origin. Hordes of walking dead soon attacked the Dogs of Wars’ camp. Th e assault was bitter and the battle dreadful, but Vanius’s companions managed to drive back the attack. Th e sudden appearance before the battle of a deck of 22 tarot cards endowed with magical powers was surely linked to this miraculous victory. Before the off ensive, Vanius handed out a card to each of his lieutenants and kept one for himself: the Emperor’s card. At the end of the battle the Alliance of Light’s troops arrived to provide support. Th e city’s ruins were thus taken back from the enemy.In spite of their exemplary bravery, the Dogs of War remained nothing more than outlaws in their allies’ eyes. Th anks to his charisma, Vanius nevertheless managed to preserve the independence of his Cadwallon. According to the tale, while Alahan’s emissaries were mocking his wish to build a kingdom on this fi eld of ruins, Vanius pulled out an old battered gold coin and threw it at the Barhan’s feet, replying: “Sir, these remains please you so little that I make them my kingdom for a ducat!” Th us, aware that he couldn’t give himself the title of king without upsetting his allies, yet refusing to recognize Alahan’s authority by becoming a baron, Vanius took the title of duke, an old Barhan military rank. Despite his defeat, Sophet Drahas, hidden underground, nevertheless managed to spread his infl uence over the city. Still today many local legends mention his name and he continues to plot to take control of Cadwallon. *''Birth of a duchy'' Vanius’s tour de force gave birth to the free city of Cadwallon in 832. Th e offi cers who remained with their leader founded the city’s fi rst noble lineages and were able to mine unexpected riches from the ground. Th ree years after it was founded, Vanius carved out a domain for each house, thus establishing the fi rst fi efdoms. At the same time he gave the city a militia. ==== The City of Thieves ==== Within a few years Cadwallon was reborn and was wealthier than it had even been under the Cynwälls. Eternal prosperity seemed to be on the horizon. Yet this was obviously merely a dream... *''The embassies'' One year after Vanius’ rise to power, the kingdom of Alahan established an embassy in Cadwallon. Other diplomats soon followed and the city looked proudly towards the future as it kept growing. In 844 the wish to turn the city into a place of learning led to the founding of the Free University of Cadwallon. In many ways this was a failure, Cadwallon being better known as the “City of Th ieves” rather than the “City of Knowledge”! Nowadays only the kingdom of Alahan, the republic of Lanever, and the empires of Akkylannie and Syharhalna, as well as the goblins of No-Dan-Kar, have an embassy in Cadwallon. Th e other nations nevertheless regularly send envoys to negotiate with the duke of the Free City. *''The guilds'' As it grew and fl ourished over the years, Cadwallon welcomed numerous craftsmen who assembled into guilds. Because prosperity allowed a constant fl ow of economic and fi scal reforms, within a couple of decades these guilds became major players in the city’s power struggles. At the same time the old mercenary traditions tended to fade away. Th e riches mined from the ground no longer interested anyone and the guilds’ workshops were more than enough to feed the common people and make the greedier ones rich. In spite of this, Cadwallon never knew a golden age. While the wealthiest citizens fi nished building the upper city as it is known since the fl ood of the year 900, Sophet Drahas prepared his return and other powers tried to invade Cadwallon. Th us, in 956 magical beings launched an attack on the city from their elemental realm. In the face of this unexpected and unknown enemy, only the original tactics of a foreign general allowed then to triumph. Th is hero was then ennobled and gave his name to a new fi efdom, Ghieronburg, a former goblin colony near the harbor. *''The leagues'' Th is invasion was not the last threat Cadwallon had to face. In 983 the Akkyshan elves launched a vast off ensive against the city. Since its founding by Vanius they had satisfi ed themselves with small scale lightning raids launched from the forest of Ashinân. Th e Free City suddenly grew fearful. Only the forgotten heirs of the Dogs of War, who were scornfully called “the shrews,” rose to protect the city. Th us these descendents of the mercenaries who, not having enough money to settle down, continued exploring the ruins, made the Cadwës understand that achieving prosperity wasn’t everything. Th ey had tobe able to secure it, as General Ghieron had 40 years earlier. Th e population managed to get organized behind the shrews and the city’s militia to push the Akkyshans back to the sea. Th is was a great success, yet at a very high cost. We are now in 1003. Duke Den Azhir has been ruling Cadwallon for eight years. Th e guilds haven’t lost anything of their arrogance and might, yet nowadays an older power is rising. For the past 20 years the heirs of the Dogs of War have been able to reclaim some of their ancestors’ past glory while taking into account the opportunities provided by a trading center like the Jewel of Lanever. Mixing martial tradition, the spirit of free enterprise, and the taste for adventure, these individuals are called “free leaguers.” == A Cosmopolitan City == All natives of Cadwallon are considered to be Cadwës, meaning born free of other nations struggles and laws. Some even claim it to be the same for religions and traditions. All inhabitants of Cadwallon therefore aren’t Cadwës. Th ough this term is widely used, it doesn’t take into account the city’s cosmopolitan reality. Th ough the census of Cadwallon’s population may be approximate, it is nevertheless a well known fact that only two-thirds of its inhabitants are “true” Cadwës, meaning natives. Th is amounts to about 200,000 people. Th e other residents, who are either well established or temporary residents, come from cultures struggling among each other for the supremacy of their beliefs in the total war known as the Rag’narok. ==== The Cadwës ==== THE GUILDS’ ALLIES IN THE RAG’NAROK Guild of Architects: Cynwäll elves, Griffi ns of Akkylannie, Lions of Alahan and dwarves of Tir-Nâ-Bor. Guild of Blades: All peoples. Guild of Ferrymen: All peoples. Guild of Goldsmiths: Living-dead of Acheron, Alchemists of Dirz, goblins of No-Dan-Kar, Griffi ns of Akkylannie, Lions of Alahan and dwarves of Tir-Nâ-Bor. Guild of Usurers: All peoples of the Meanders of Darkness. Guild of Thieves: Living-dead of Acheron, Akkyshan elves, Alchemists of Dirz, devourers of Vile-Tis, goblins of No-Dan-Kar, Lions of Alahan and dwarves of Tir-Nâ-Bor. Guild of Cartomancers: Cynwäll elves, goblins of No- Dan-Kar, Griffi ns of Akkylannie, dwarves of Tir-Nâ- Bor and Lions of Alahan. *''Foreigners'' A prosperous, independent and diplomatically neutral city, Cadwallon attracts countless travelers. Merchants, envoys and old sea dogs are the perfect examples of the kind of professions that pass through the town. Such voyagers usually stay for a short time and leave as soon as their business is done.Th e city’s most infl uential guilds have always mingled in politics and diplomacy. Breaking with Cadwallon’s tradition of remaining free, they have built alliance networks with some nations and maintain private armies that intervene in the Rag’narok. Many citizens of these nations come to Cadwallon to strengthen these relations or, on otherwise, to end them. Th ough one cannot deny the omnipresence of foreigners who are temporary residents of the city, their infl uence on daily life nevertheless remains insignifi cant. Interested by nothing but their own business, these exiles don’t play an active role in Cadwë society. *''Refugees'' Th e troubles that come with the Rag’narok lead many refugees to Cadwallon. Th ey are fl eeing the war and arrive penniless after their journey to the city, for the vessels and caravans that travel to Cadwallon have made the transportation of refugees a true commerce. And though these trips are far from comfortable, the fees are nevertheless very expensive. Others try to reach Cadwallon by their own means, yet few manage to. What can one do when arriving in Cadwallon klû-less*? For some the disillusion comes quick and hard like a lightning bolt. Th ese usually end up in the worst parts of the lower city, adding to the ranks of the homeless or used as guinea pigs in the underground laboratories of unscrupulous alchemists. Yet most refugees manage to integrate. By pawning their last belongings, they manage to borrow enough ducats to settle down and carry out their profession with the guilds’ permission. Without the slightest qualms, the guild of Usurers off ers to the poorest to pawn their own body. If they don’t pay back their debt on time, then the borrowers end up as more or less consenting organ donors. In the light of these explanations, it seems obvious that the fi rst few years of a refugee’s life in Cadwallon are far from blissful. However, the guilds know how to make the most of their members. An individual with sought after abilities and who is ready to work hard can provide a relatively comfortable life for his family. It’s impossible for him to own his own store or workshop, but he can become the indispensable assistant to a master of the guild, with the fantastic income that this position implies. *''The natives'' Being a Cadwë means being born in Cadwallon and being raised in the city’s tradition of freedom. A Cadwë, regardless of his life standards, carries within him the heritage of the founding fathers of the Jewel of Lanever. Very often families continue to pass down certain values that are specific to their original nation, yet these are often mixed and smoothed over by living among Cadwallon’s cosmopolitan population. Today Cadwë values are relatively abstract whereas on a daily basis nothing seems to be able to diminish the independence won a century and an half ago with the strength of arms. Th e endless quest for riches, the will to settle durably and make the most of this city and its lifestyle are recurring elements. Th e pride of being a Cadwë isn’t as much about being scornful towards the refugees as being intimately convinced of being part of the advancement of a society detached from the nations and their wars. For some this means contributing to the guilds’ prosperity, while harvesting benefi ts for oneself. For others, enlisting to the service of one of the noble families is seen as a better social investment, even if this means having to develop the indisputable qualities of a courtier. Th e most impatient and the most idealist newcomers directly enter the duke’s service by joining the militia or the free leagues. Yet in the upper city there is a certain form of elitism. Being outrageously rich is not enough; one also has to have a certain number of degrees of Cadwë lineage. Th e oldest noble families can trace their ancestry back seven or eight degrees and an important part of the protocol during aristocratic receptions is founded on how many degrees of lineage a guest has. ==== Prosperity ==== Th e widely spread nicknames of “Jewel of Lanever” and “City of Th ieves” carry a certain amount of truth about Cadwallon. A seaport city and a lakeside city, a land of asylum, a crossroads of a great variety of trades, a cosmopolitan town and a political playground: Cadwallon is all that at once. *''Trade'' Because it attracts populations from the four corners of Aarklash, Cadwallon benefi ts from a wide range of expertise. It’s true that the secret research done by Cadwallon’s omnimancers is far from equivalent to the Syhars’ discoveries in the fi eld of mutagens, just like the local steam machines are far from being as perfected as those of the dwarves of the Aegis Mountains. Yet all of these products have an enormous advantage: they are available to who is willing to pay the price. In addition to this undeniable asset, Cadwallon has been known to develop its own commerce: the exotic animals from the Immobilis islands are most wanted all over Aarklash, just like the secret plants cultivated by the guild of Tailors for the Cadwë nobles. And what about the long and fast galleys made from strange types of wood found only in magical groves that randomly grow in the Free City? Th e City of Th ieves has thus become a major trade platform. All of the continents merchandise transits on the docks one day or another, including slaves, whose commerce and transport are prohibited within the city, yet permitted on board vessels entering the port (which doesn’t prevent the duke from taxing them as “cargo”). As for obtaining merchandise that normally isn’t available, there are always discreet ways of dealing and unwitting individuals who think that everything can be sold in the City of Th ieves. Isn’t Cadwallon’s motto “My kingdom for a ducat!”? If there are fools who wish to buy things that cannot be bought, why deprive oneself of their gold? Considering its importance, the harbor is the stage of nonstop activity. Th e merchants barter directly on the docks, surrounded by goblin sailors and Kelt dockers, in an atmosphere fi lled with shouts and sweat. Even in the upper city trade is in full swing: here a dwarven engineer is demonstrating his domestic automatons; there a master tailor is presenting his avian hats... *''Diplomacy'' Th e upper city of Cadwallon constantly hosts the plenipotentiaries of all origins who meet, negotiate treaties with the duke, and seal secret alliances with Cadwallon’s most infl uential guilds, either to recruit an army or to profi t from generous investments. Diplomacy always going hand in hand with a little spying and a hint of treason, the Free City is the stage of a great deal of plotting and nighttime maneuvers. Th e odd towers of the upper city then become the stage of bloody yet discreet pursuits. Shady dealings are hidden from curious eyes in the alcoves. Sometimes confl icts are solved in public duels in the reception hall of an embassy or on the fi eld of honor. Th ere are four offi cial embassies in Cadwallon: those of Alahan, Akkylannie, Syharhalna and No-Dan-Kar. Th e relations with these nations are especially strong but not always very warm. Most of Cadwallon’s important guilds are allied to one or more of these nations and one can often meet their leaders in the hallways of the embassies. Th e latter play an important role in the upper city. All members of Cadwë high society are expected to attend the numerous parties and ceremonies organized by the ambassadors. Of course, these extravagant activities hide very pragmatic objectives. Th ey are all opportunities for the powerful to mingle, to get together and thus build relations that are then strengthened through formal agreements. Th e embassies are therefore places where important exchanges take place, day or night. Th e city’s independence allows the ambassadors to meet the representatives of any other people without worry and without causing any protest. It’s hard to imagine a meeting in Akkylannie with a Syhar envoy! In the past Tir-Nâ-Bor had an embassy in Cadwallon. Even though this is no longer the case, the dwarven nation maintains its trade relations with the city and its guilds. Diplomats are almost always present in the upper city. Depending on the period, they stay either in the Varr-Nokkt family residence or in the suites of the best hotels of the ducal enclave. Th e Jewel of Lanever also hosts a Cynwäll ambassador who lives in the tower that dominates the upper city. Th ere isn’t an embassy in the strict sense of the term and the ambassador himself is a secretive character who very few people have had the honor to meet. He never partakes in any festivities unless he has something of importance to announce. Th e nations that don’t have an embassy are nevertheless present in Cadwallon. Most peoples send delegations to the upper city. Th eir members are housed either by the guilds or by the noble families depending on the nations’ affi nities. In addition to the Var-Nokkt family, the guild of Ferrymen regularly invites various representatives from the major ports of Aarklash to a lakeside mansion with a private marina. Th e seat of the guild of Goldsmiths, a sumptuous tower in the heart of the upper city, also welcomes prestigious guests from allied nations. Th e delegations sent to Cadwallon aren’t always offi cial representatives. Many economic powers have interests in the free city, be they rich goblin traders, powerful Kelt clan chiefs, venerable craftsmen from the Aegis, or renowned Syhar alchemists. Th e upper city teems with grand hotels that are willing to accommodate any visitor, as long as he is wealthy and has clearance from the ducal authorities. The guild of Thieves provides these eminent visitors with many services. Some want to discover the lower city and its nightlife while others wish to stay in town discreetly, far from the brouhaha of the high society. Th is guild thus hosts individuals who are generally discriminated in Cadwallon, especially devourers of Vile-Tis and Akkyshan elves. In exchange for these services the guild can get hold of rare or illegal supplies intended for the black market. Th e devourers supply countless relics stolen during their raids, and the forest of Ashinân provides dreadful venoms and poisons. == Cadwe Identity ==
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