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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. http://i.imgur.com/BdEGzNk.png == 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. http://img4.hostingpics.net/pics/893276Cadwallon.png ==== 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 == Th e fi rst thing that may be surprising concerning the peoples of Aarklash is the fact that they know more about the world beyond the heavens than the one surrounding their continent! Among astrologers there are heated debates about such delicate topics as the true shape of the world, the links between magic portals and the stars, or the question if Lahn rotates around Aarklash or vice versa. And yet who can claim to know what lies beyond the oceans? Truth be told, no one has even bothered giving a name to the world of which Aarklash is only a continent... Unless it’s the other way around. ==== Astronomy ==== Th e days and nights follow the rhythm of Aarklash’s revolution around a gigantic sun which provides a golden light: Lahn. Two other shining bodies sometimes light the sky above Cadwallon: Ley, with a pale bluish glow, and Lyth, a twinkling dark-red pearl. Th e appearances of these twin suns are chaotic and feed the debate among astronomers. For the Cadwës the presence of Ley and Lyth in the sky is an omen announcing disaster and woe, of sudden climatic change, of animal migrations, or of wide-reaching magical phenomena. At night a moon, Yllia, lights the sky in its milky, bluish aura. Th e guild of Cartomancers also uses about 15 constellations for observations and predictions: the Lion, the Griffi n, the Spider, the Wolf, and so on. Most Cadwës don’t care much about this for they rarely ever look up to the stars. Only four of these astral formations attract attention because of their role in nighttime navigation. Th ey have been known by the goblins for a long time and are called Nerea for the north, Sylhea for the south, Elion for the east, and Olhim for the west. ==== The free year ==== On Aarklash the year of 400 days is usually divided into ten months. Yet this isn’t so in Cadwallon. Th e guild of Cartomancers has established an original calendar based on the 22 fi gures of Vanius and his lieutenants. Th e astronomers themselves use a much more complex version of this calendar. Most Cadwës simply use 21 “months” of 19 days each. To these is added a leap day, the last day of the year, which disappears every four years to adjust the free calendar to the actual revolution around Lahn. ==== The free year ==== On Aarklash the year of 400 days is usually divided into ten months. Yet this isn’t so in Cadwallon. Th e guild of Cartomancers has established an original calendar based on the 22 fi gures of Vanius and his lieutenants. Th e astronomers themselves use a much more complex version of this calendar. Most Cadwës simply use 21 “months” of 19 days each. To these is added a leap day, the last day of the year, which disappears every four years to adjust the free calendar to the actual revolution around Lahn. *''The seasons'' Cadwallon has the same seasons as the rest of Aarklash. However, in the Free City’s peninsula every season has a specifi c infl uence. The first season of the year, the time of banners, corresponds to spring. Th is is the month of preparation and decorum. Th e trading posts of the guild of Blades’ companies raise their orifl ammes and the vessels of the Cadwë fl eet get ready to leave the port for their commercial expeditions. When the day comes, the ships gather in fl eets and set off on the seas to amass new riches. In the Kraken harbor there is then a jubilant atmosphere. The caravans traveling over land do the same all along the season, parading up and down the avenues of the lower city. The most popular spectacle nevertheless remains the departure of the guild of Blades’ troops clad in their shining armor. Summer, the season of blades, is the season of the bloodiest confrontations in which huge armies clash after having roamed the continent during the previous season. In Cadwallon, too, the season of blades is placed under the sign of the Rag’narok. Th e Cadwës know that during this period there is a chance that an army might besiege the city. Th e duke often sends free leaguers to patrol the borders and the blacksmiths work twice as hard to supply the militia’s stock of weapons. Th ough this rarely happens, the free leaguers can also be sent as ambassadors to faraway lands. After the sale of their merchandise, the Cadwë fl eets and caravans return loaded with exotic goods: food for winter, rare plants, revolutionary tools, new maps, etc. While the Rag’narok slips into autumn, in Cadwallon the time of return is a period for reunion... and danger. Mercenaries unsatisfi ed with their booty prowl the countryside and attack poorly defended caravans. Once in a while they gather in companies big enough to attack Cadwallon. Th e free companies therefore remain just as alert during this season. Maybe this zeal is also motivated by the allegations of the guilds, which don’t hesitate to blame these depredations on the free leaguers. The time of whispers is the season of intrigue and alliances in preparation for next year. Th e quietness of the night is often broken by the secret meetings of the guilds strengthening their relations with the nations that are about to go to war. Th e duke receives foreign delegations while the common Cadwës work to produce goods to allow the guilds and the free city to prosper. The season of whispers is also the time of the lawfully feared raids by the Akkyshans. Th ese elves bound to Darkness take advantage of the long winter nights to harass the outlying fi efdoms of the lower city and amass easy plunder. *''The months'' Because it welcomes people from every nations, Cadwallon set its own calendar right in the fi rst days of its founding. Th is was certainly a way to mark its independence. Th e free calendar was then the object of much debate that was fed by astronomers from Tir-Nâ-Bor and even those from Laroq. Th e Cadwë months have known many diff erent names. At fi rst they were given the names of the Dogs of War’s 21 companies, and then those of the trump cards of Vanius’s Tarot. A few years later Duke Lothar passed a decree to change this denomination: because the original tarot cards had been lost, it was inconvenient to bind the city’s fate to these artifacts. Th e duke suggested the names of Vanius and his lieutenants, but the people reacted vividly to this concealed deifi cation attempt. Pressured by the Cadwës, the ducal administration developed a calendar that was truly free of all cultural infl uences. In this evolution one can glimpse the infl uence of the guilds in whose eyes a calendar must above all serve the requirements of production and therefore be functional and rational. *''The week'' The first day of each month is a free day, meaning a day off . Th e 18 remaining days are divided into three weeks of six days each: the Prime, the Median and the Final. Th e days don’t have names. One then speaks of the “fi fth day of the Median of Decarde” or of the “twelfth Decarde, 1002.” *''Holidays'' Th e Cadwë year is dotted with offi cial holidays that are days off for the inhabitants. Here again, the guilds have made sure that the holidays are events shared by the whole population so that production follows an organized pattern. Th ere is no doubt that the week of Freedom is the most important holiday. It marks Cadwallon’s independence and is known all over Aarklash for its colorful carnival where all liberties are permitted. It takes place between the 2nd and the 7th of Odecime. For six days the Cadwës don’t work and don’t sleep: they party. Masks and costumes dance around to all kinds of music. Overwhelmed, the militia only intervenes to channel the movement of the biggest crowds and to ensure the protection of offi cial buildings. In the upper city as well as the lower one the party is in full swing. Th e day before Freedom week starts, on the free day of the 1st of Odecime, the annual free assembly meets in the presence of the free leaguers and the duke (see About the leagues...). Th e end of this assembly marks the beginning of the festivities. Th e week of the Kraken is when the Cadwë merchant fl eet sets sail. Divided into several fl otillas with each having a diff erent destination, the vessels leave Kraken harbor one after the other, cheered on by the population. Celebrations are arranged to wish the sailors luck and the port remains full of life even at night. Everyone who does not belong to the guild of Ferrymen is released of their professional duties. Th is holiday lasts from the 14th to the 19th of Quint. Th e ducal jubilee is a tradition of Akkylannian origin that celebrates every fi fty years the founding of the Empire of Akkylannie by Arcavius de Sabran. In Cadwallon the inhabitants celebrate every year their duke’s accession to power. Den Azhir claimed this title of the 15th of Octose, 996, so it is on this date that the Cadwës honor him. A procession is organized in every fi efdom and they all join in front of the ducal palace. Th is event is important for it is the only occasion on which groups of citizens from the lower city are allowed to enter the upper city. Th ese processions are of course supervised by the militia. Traditionally, when the processions unite, the free leaguers renew their allegiance to the duke.Th e Day of Ashes and the Day of Lanterns can’t go without the other. Th ough they aren’t celebrated on the same day, both represents the struggle between the Ways of Light and the Meanders of Darkness. Th e Day of Lanterns commemorates the Battle of Kaïber and takes place on the last day of the season of blades, the 10th of Ondre. All day long the children go wild and pretend to be warriors with sticks or metal bars. As for the adults, they decorate the walls of all houses with countless lanterns that will light up the night before the time of return. Usually the refugees bound to the Meanders of Darkness go into hiding. Sometimes things get out of hand and people get lynched. Th e fact that the refugees suff ered more from their nations policy than the Cadwës doesn’t matter much. Th e Day of Ashes takes place on the last day of the time of return, the 15th of Hexadime. Cadwallon turns into a dead city. During the previous night the hearths are kept burning so the city remains lit. The next day the remaining ashes are scattered all over the city. Th ese ashes are supposed to keep the dead at bay by giving them the impression that Cadwallon is a ghost town where nothing lives. Rare are those who would dare step outside, and those who do carefully respect the taboo of the day: never to look someone in the eye. Th erefore the passersby walk with their head bowed and a hood over their head. Even the militiamen hate having to check an individual’s identity. The Day of Flowering takes place on every 12th of Privime. It celebrates the spotting of the fi rst magical groves after the “deforestation” of the ruins by the Dogs of War (see further). Th e orcs are the ones who observe this holiday, as well as the traditions linked to it, the most carefully. On this occasion the shakas improvise ceremonies devoted to Cadwallon’s fl owering nature in most of these groves. Regardless of their origins and their beliefs, many Cadwës participate in these ceremonies. Th e beginning of each season is also a holiday. Th ese aren’t the actual beginnings of a season on Aarklash (equinoxes and solstices), but rather days that the guilds have set to celebrate the coming of a new Cadwë season. Th ese days thus give the illusion that the seasons identical in length, even though in reality they aren’t (winter is the shortest season and summer is the longest one). ---- THE FIRST DAY OF EACH SEASON SEASON DAY Time of Banners 1st of Asce Season of Blades 6th of Sixte Time of Return 11th of Ondre Season of Whispers 16th of Hexadîme ---- In Cadwallon it is strictly forbidden to celebrate the equinoxes and solstices since Vanius’s rule. Th e reasons for this prohibition are unknown and not all refugees respect it. Th e day that the curse hit the Free City for the fi rst time is still commemorated, for it is closely bound to recurring events that are well known by the Cadwës. Th at day the lake’s water carried a putrid stench and hundreds of corpses. Th e city’s sources of drinking water were infected, causing countless intoxications, while mephitic emanations had the inhabitants fl ee into the jungle. To this day the tide of the dead still strikes the city occasionally, however less violently than in the past. Th e Cadwës know that days of heavy rain foreshadow this morbid event, therefore they lock themselves in at home, stock up on potable water, and clean their dwellings with gallons of boiling water. Th e fi rst tide of the dead greatly infl uenced the life of Cadwallon by causing an intense fear of death and of its eff ects on the body. Th erefore, most corpses are burnt in order to prevent “polluting” the ground with the unsanitary body fl uids of the deceased. Th e most notorious funeral parlor is at the edge of the lake, a good distance from the nearest dwellings. ==== The Cadwë language ==== Cadwë is a language that perfectly refl ects the nature of the City of Th ieves. Based on the jargon of the Dogs of War and Akkylannian grammar (which is especially easy to learn), it is now a potpourri of various infl uences. Barhan, Akkylannian and Syhar are the tongues that infl uence most Cadwë. Other sources have durably aff ected this language: many technical terms come from the dwarven language of Gheim and goblin navigation terms. Ogre insults are surely the most commonly used and widely preferred. Cadwë is thus a language that is rich in multilingual references, in neologisms, and in original sayings. Under perpetual construction, it absorbs all cultures and tends to spread all over Aarklash. Th e language used in the upper city is nevertheless more structured and less changing. It is based mainly on the languages of the four embassies (Alahan, Akkylannie, Syharhalna and No-Dan-Kar). Th e use of Cynwäll terms, however, is always impressive! == Cadwallon : Double City == Because it is built on top of the ruins of a Cynwäll city, the upper city is in an enclosed citadel. Th e lower city, on the other hand, has developed outside of the walls lying at the feet of the legendary Dyrsin Tower. Th e works planned by the various dukes haven’t always been very successful. Even though the city has prospered in all parts, many of its districts are especially crowded, making circulation in the higher city as bad as in the lower city. http://img4.hostingpics.net/pics/329644Cadwallon1.png ==== Getting Around ==== Th e Cadwës, at the urging of the more advanced communities (dwarves and goblins), have developed several ways of getting around in their city. Th e Jewel of Lanever has thus known an unrivalled technological, scientifi c and industrial revolution on the continent. Th is metamorphosis was accompanied by economic and social advances that also came from No-Dan-Kar and Tir-Nâ-Bor. Th is is so true that many immigrants think that the city’s motto is “In Cadwallon, everything can be bought” instead of “My kingdom for a ducat!” No matter where one might be in the city, visiting Cadwallon demands either unfailing courage and health or enough wealth to be able to pay for effi cient yet extremely expensive means of transportation. ==== On water ==== Cadwallon lies across a vast peninsula. For strategic reasons the city occupies the whole stretch of land to allow for better surveillance of the waters lying on either side of it. Th us the Free City protects the lands of Light from potential invasions. As for the upper city, it engulfs the northern part of a lake that Cadwës call the “little sea.” *''By way of the sea'' In the north of the peninsula the Kraken harbor is the continent’s biggest merchant port. It harbors vessels of the open seas as well as a squadron of goblin pirates that ensures their “protection.” Once on land, the visitor has a choice of several means of locomotion: the bravest can walk, others can take a carriage, and the wealthiest can use the Tractor. One can also reach the port of Ondine, to the west, taking a small ferry. Th is maritime route is used by the extremely wealthy who enjoy the view of the city before reaching the fi efdom of Soma. One can also reach Cadwallon by Shipwreck Bay, to the east. Th e naval forces of the Ways of Light often choose to drop anchor in these waters, for they are defended by an Akkylannian fort built on a small island. Whoever wishes to use this route must get clearance and strictly follow the instructions given by the fort’s garrison. A cutter is then used to reach the upper city. Th is journey re “Ducats make the strangers’ quires a generous donation to be made. ---- THE MAGICAL GROVES In Cadwallon the magical groves are one of nature’s curiosities. Regardless of place or time, in a totally unpredictable way, an abundance of plants sprouts anywhere, on the street or in someone’s home. For Cadwës these plants are a good omen of Nature, especially for peoples such as the Sessairs, the orcs or the Wolfen. Destroying a magical grove is a crime in the city. Th ese small “jungles” are a great source of inspiration for the designers of the guild of Tailors and the vegetal fashions of the Cadwë nobles are a direct reference to them. ---- *''The waters of the lake'' For a long time the Cadwës of the upper city have enjoyed the lake next to the gardens of desire. Th ese past few years the construction of a marina has made boating easier on the little sea. Certain of Cadwallon’s citizens have had piers built to take better advantage of the lake. Th e city’s most wealthy families quickly followed and now there are talks about organizing a regatta. Th is persistent rumor has lasted for so long that it has encouraged the construction of extravagant vessels built by goblin or Barhan carpenters. By doing so sly craftsmen were able to resell the wood from the trees that had been chopped down to build the marina. Th e new district also allowed the development of fi shing in the waters of the little sea. Th is activity sometimes seems like a party when humongous fi sh are pulled from the lake. ==== On land ==== In many parts of the lower city it is faster to walk than to travel by carriage. Always looking for more comfort, the richest citizens often use carriages, yet they take much longer than pedestrians do to reach their destination. Indeed, the vendor’s carts and stalls hinder the circulation of elegant carriages. In some alleys even horsemen have a hard time making their way through the tightly packed crowds. *''Cadwë roads'' Some parts of Soma lie inside old Cynwäll quarries and are the most densely populated areas of the Free City. Th e dwellings are stacked on top of each other on either side of narrow streets. It is dangerous to travel there in any other way than on foot. Th ese slums are home to a population living in misery and it often happens that visitors are annoyed by beggars or attacked by ruffi ans. Th e streets of the lower city are worn by the weather and the passage of overloaded carts. Th ough everyone agrees that improvement of these roads is long overdue, only the Soma family has actually done anything. Th eir fi efdom is indeed endowed with better streets and a major artery, Paradise Avenue, to make it easier for wagons to travel from the port of Ondine to the upper city. In the upper city, getting around is mainly question of hiring the proper guide. Th ere are countless bridges linking the feet of Dyrsin Tower and many of them are too narrow for wagons to get over. Yet one can walk or ride along them, though the use of mounts is strongly discouraged for safety reasons. *''Revolution'' After three years of colossal construction, the Tractor has fi nally been fi nished! Th is gigantic steam machine does the round-trip between the Kraken harbor and the Ogrokh fi efdom four times per day, pulling fi ve wagons (four for goods and one for passengers). It’s impossible for this mechanical monster to enter the upper city. Th e goods are therefore transported from the gates to the warehouses of the Stock. Once it is moving, it reaches the speed of a trotting horse and does the trip in one hour. Initially planned for 40 passengers, the last wagon is the victim of its success. Its seats have therefore been removed to allow about 100 passengers of all sizes to squeeze in. ====In the air==== Airborne transportation has been developed under the infl uence of the aristocrats who, taking advantage of the Cynwäll towers still standing, use hot air balloons for transportation in the upper city. Unfortunately the strong winds that blow on the coast prevent this form of transportation from becoming more widespread. Furthermore, one can often see Lanever dragons glide across the sky of Cadwallon to visit their titanic kin in the Dyrsin Tower. == The Fiefdoms of Cadwallon == The following pages present the 11 fi efdoms of Cadwallon: eight in the lower city and three in the upper city. The fiefdoms and their districts are all presented in the same way. A map presents each fiefdom and its most famous districts. It is accompanied by a short description of the fiefdom’s population as well as of the motto of the governing family at its head. This also includes information that is useful for the game: dominant attitude, meaning the attitude that is the most common among the NPCs who live in the fiefdom, and the FAITH, which is used for the miracles of the faithful. The history, the ruling family and the intrigues that are linked to the fiefdom’s inhabitants follow the presentation of the atmosphere during the day or at night. The most famous districts are then presented with the dominant attitude and the FAITH that are specific to each one. Several locations are introduced for each district. Their names are followed, in brackets, by a dominant attitude and its allegiance. A place’s dominant attitude is the attitude that reigns in this particular place and which determines the attitude of the NPCs who live there. The allegiance indicates who owns the place or under whose infl uence it is. Throughout these pages the names of certain NPCs are indicated in bold type: these are contacts. (see Interaction, p.230). Th e other NPCs are presented in the Cadwallon supplements reserved to the GM (see Secrets).
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