Kel
is a fortified town northwest of Maston past the Forest of Korresh. It
is the closest human city to Lirynn, and serves as a port of trade between
the humans and the elves.
Entry into Kel is
by one of two ways: by boat or by road. The eastern side of Kel has a stout
stone wall as well as a gatehouse. The north side of town is completely
blocked by a steep cliffside atop which sits the Baron's Keep. The south
and west borders of the town are defined by cliffs that lead down to the
shore and sea. So the only open land border to Kel is to the east. Kel
sits on a bluff overlooking the sea as well, so there's no beach to speak
of, except further to the east along the south shore.
In happier times
two guards who ignored whover passed the gates would be found by day, and
by night annoyed guardsmen would often harrass travelers before opening
the gates anyway. Nowadays every traveller is accosted by 4 to 5 town guards
and castle soldiers and the gates are always closed. In the past there
was a regular ferry service to and from Lirynn to the town. A Harbormaster
allowed entry of fishing boats and a few larger vessels. Nowadays the port
of Kel is closed.
Beyond the town the
land is defined by the Forest of Korresh to the east and farmlands to the
north which eventally taper off to the Flourshen grasslands. The northwestern
region along the coast is defined by dense forest which hug the coast.
Most citizens have taken to calling the northern forest as the Forest of
Kel. Many small streams can be found inland in both the forest and the
plains.
The Forest of Korresh
nearest to Kel, known as The Riddle Wood is under the protection of the
Farscouts of Kel. There are rumors that the Myrkenwoods, a patch of forest
inside the Forest of Korresh closer to Maston and before Riddle wood is
slowly growing. The northwestern forest has many tales concerning pirates,
the Risc and witches. The farmlands of Kel are some of the safest areas
in all Korresh. The Barons of Kel according to rumor are realted to a tribe
of fierce horsemen known as the Kharin who reside in the Flourshen Grass.
These horsemen fiercely patrol the northern borders of Kel. For some reason
it is considered Taboo for them to travel south to Kel.
Currently a mist
of unknown origin surrounds Kel from a distance of a dozen miles. In the
mist fell creatures waylay travelers on land, while a serpentine, black
whale known as the Leviathan blockades the sea.
The
Lords of Kel:
Baron Severs of
Kel
Daughters of
the Baron (Cleo, Tannae, and Hope)
Strand, Sheriff
and Magistrate of Kel (Half-brother to the Baron)
This group is the
final authority in Kel. Baron Severs is the feared ruler of Kel, although
the actual day to day ruling is done by the officials of the Town Hall
and by his half-brother, Sheriff Strand. Strand also acts as the Magistrate
of Kel when the Baron does not care to try court cases. His daughter Lady
Cleo has recently gone missing and he has braved the mists to find her.
Lady Tannae, also one of the Baron's daughter's is incapacitated leaving
the actual ruling of Kel to the Baron's last daughter Lady Hope. The hold
of the Barons of Kel on their domain is strong and they are the ones the
common folk will immediately listen and obey.
Crafthall Spokesman
Atriel
The Craft Masters
of Craftsman's Corner
This group controls
most of the craftsmen in Kel. They set the standards of goods and possess
great leeway in pricing tempered only by common business sense and their
fear of angering the Baron. To promote goodwill between the crafts. Those
who have trained here are encouraged to share thier shops with another
craftsmen of a different profession.
The Church of
Telgard
The Church of Telgard
is mainly concerned with education, at least on the outside. On the inside
there are always solitary Questors watching for Wyrm influence anywhere.
There is a sanitarium for the insane underneath the church which can quickly
double as a very unpleasant place for interrogation.
Jedrel, Head Clerk
of Town Hall
Strand, Sheriff
and Magistrate of Kel
The two above are
the day to day rulers of Kel. One handles the Law. The other the paperwork.
The amount of information collected by officials at Town Hall is surprising.
Most folks treat the officials there with respect and with a wary eye.
More than one clerk has gone postal due to stress. They unfortunately usually
possess weapons when that happens, and there are whispers that they only
seem to lose it when an enemy of the Baron is with in killing range.
The sheriff handles
most of the day to day law enforcement duties in Kel. He has an assistant,
a big hulking fellow by the name of Moot who obviously is too inept at
his job. Rumors speak of a debt of honor, but the details are unkown. Promotions
in the Sheriff's office are Captain and Investigator. Where-in a group
of men are placed under the control of the Captain while the Investigator
can expect excellent resource acquisition. Those who do well are then promoted
to the Baron's personal guard.
Notes:
1.) All records
concerning any guilds not approved by the Baron, and any enclave
which supposedly uses magic has not been released for the general good
of the public.
Artists
& Craftman
Painting is
considered a noble calling. Painters generally attach themselves to an
upper-class/noble family, since they will be sure to get at least one portrait
commission per year (more if there are young children in the family). This
way they have something to live on while they paint what they like to.
Although Tegn is
really the city
of the arts, and it has many schools for artists, Kel is a place for those
who do not like the big city, and simply want to relax and do what they
like.
Metalworking
is practiced, but is not really recognized as an art form in Kel. Although
it's nice (and more expensive) to have decorations along the blade of your
sword, or to put engravings on your silverware, it's not the sort of thing
that people gather around or collect. It's just taken for granted.
Leatherworking
is seen in much the same way. It may be beautiful, but if it's not useful,
then... what's the point? Leatherworkers and metalworkers must focus first
on functionality, then on design.
Weaving is
considered an art. Not everyone can do it, and even those who can are not
always able to produce something attractive. Colorful cloths, tapestries,
and garments can be seen at any gathering at the market (although tapestries
are usually for display only, and one must inquire with the Weaver about
commission prices). Lace must be handmade, as must hairnets, and trim,
and buttonholes. Good
seamstresses are
in high demand.
Blown glass
is highly valued, both appreciated for the difficulty of its creation and
the beauty of it. Blown glass cups and tumblers are fancy tableware, and
say more about a person's wealth than if the person had laid out china
on the table. Since there is only one master glassblower in Kel (although
she may have
apprentices), any
blown glass items one might have would certainly show off social status.
Stoneworking
mainly consists of cutting rocks to the right size, and then possibly etching
text into them. The Master Stonemason in Kel has an eye and sense for straight
edges, not beautiful pictures. Gem cutting is not much of an art, although
those who practice it would beg to differ. Gems must be cut in an attractive
manner, to hide any flaws it might have, and to complement the color. They
must also be cut to correctly fit anything they will be set in.
Clothing
You will see the
Kel people in colorful but functional clothes. To draw attention, but not
so much that the clothing hampers movement or ability to do stuff. Travelling
bards are common in Kel and a citizen of the village typically dresses
flamboyantly only if they have some vocal talent to speak off.
The clothing of the
Noble family as well as the wealthy tends towards the severe and the imposing.
One color outfits with every adornment of the same color is the style here.
The effect desired is one of harsh grandeur.
Festivals
Kel has several
festivals per year; one at Midsummer's, when it's light all day, one the
day after Midwinter, the day after complete darkness (a festival celebrating
the return of the sun), and one to usher in spring and then another to
usher in fall. The Church does not approve of these festivals, thinking
them pagan and sinful, and so usually it is only the lower class people
who organize them.
Upper-class people
are allowed by the Church to attend, though, and can show their support
covertly by buying lots and lots of things on sale. Midsummer's Festival
begins in the respective evening and lasts all night, since it never gets
dark. There's dancing, singing, and attractions (traveling caravans usually
make it a point to stop at Kel during Midsummer's).
Midwinter's Festival
lasts only a few hours on the day after the shortest day of the year (very
short here, with no light on that day). The festival celebrates the return
of the sun, and one can find sun-shaped (usually just round and painted
with egg) breads and cakes for sale, as well as dancing in the few hours
when it's not too dark to see. The spring and fall festivals are not very
elaborate. They are just days to
take off work and
lounge around (laziness, one of the most unforgivable sins, according to
the Church). A day to catch up with friends when you've been too busy working
to do so before.
Kel's most prominent
festival is the Day of Dargotten which is celebrated with a lot of fanfare
and is marked as an official holiday in Kel. The day of the Dargotten
falls on the 9th day of the 6th month of the calendar. Preparations of
the festival starts from the previous day. The quastors and brantars of
the church visit different localities and remind the people of the importance
of Dargotten in their lives. These
visits serve as
a collection drive as well. Citizens of Kel being religious, donate
freely. The traphars of Kel have never had to petition the head-quarters
in Maston for monetary favours.
The actual day begins
much before sunrise. Dargotten's day brings a surprise to the villagers
of Kel, as on this day, the barons severs play a subservient role vis-a-vis
the traphar of Kel. Early in the morning, the Baron comes to the church
and requests the traphar humbly to lead the procession through his dominions.
The traphar, baron,
quastor and the brantars go to the village gates, as it is the starting
place of the procession as well as the well-being of the village. With
chanting of Dargotten's name, the procession starts it's journey towards
the residential areas, where it is welcomed by eminent citizens of the
village.
From here, the villagers
join in the processions. The important villagers, lead the procession through
the residential area including the neverland coves, where the Traphar stops
and offers a prayer to Dargotten to look after his children.
From the slums, the
procession makes its way to the docks. Here, the baron and traphar offer
the prayers jointly, thanking Dargotten for the richness of the seas and
the trade it brings. The ships which are waiting for departure are sent
of by the villagers. It is believed that the journeys began on this day
are safest. Sailor make it a point to launch their ships on this day. Any
new ship in Kel is usually is launched in the seas on this day.
From the docks the
baron leads the procession within the keep grounds and inside the castle
forecourts, The traphar and the baron then make way inside the keep and
sanctify the whole of the castle. This is one day in the whole year, when
the Kel Keep is kept open for the villagers. Of course, the guards keep
a sharp eye on all, but so long as the traphar and the baron are inside
the keep, any body from Kel can
come inside the
castle unhindered.
The villagers then
march towards the village square. Near the gibbet where criminals are hanged,
the Traphar leads the villagers in singing hymns to the Dargotten, for
all the souls lost on the gibbet.
Around afternoon,
the march winds up in the church. Through out the march, the servants of
the church carry big jars of holy water with them and sprinkle it all around
them to purify the area. In the church the Traphar delivers a sermon and
recounts the deeds of last year. New resolutions are made for coming year.
Once the religious
ceremonies are over, a big get-together is arranged. All the villagers
regardless of their race, origin or standing are invited, and while coming
they are supposed to bring a small gift with them. These gifts then, are
placed in a pile and distributed back to the villagers randomly.
In the evening, the
baron hosts the some eminent villagers and the craftsmen to a dinner paid
for by him, and the baron asks the citizens and the craftsmen to co-operate
with him for the betterment of the village.
Significance of visiting
different locations.
Gates - For Wealth
Slums - For Health
Docks - For Trade
Keep - For Safety
Square - For Peace
Laws
Aside from the common
laws understood and expected in civilized lands, Kel also has it's own
unique code which it's citizens implicitly follow, and which the
unwary necomer can fall afoul off. The highest law her is respect and obedience
to the Barons of Kel and those of their blood. Disobedience without good
cause is punishable by imprisonment. Disrespect in any form is punishable
by torture and death.
Due to their contact
with elves it is forbidden to slay any animal or plant in Kel in the presence
of an elf. The punishment is a stiff fine of 100 gold pieces and jail or
community service. Another interesting law unique to Kel concerns the clerks
of the Town Hall. Refusing to answer the questions of a clerk of Town Hall
is punishable by a 100 gold piece fine or a day in the public stocks at
the Village Square.
Customs
Kel also has it's own
peculiar customs, nothing strange though, and easily understood by everyone.
Some examples are the cutting of nails or cleaning of rooms is not done
at night. Otherwise you will impart bad luck on your neighbors. Another
tradition is to never visit the barber on the 7th day of the week. Otherwise
you will lose your hair early. And lastly courting cannot be started until
the female gives her permission, and when marriage is proposed it has to
be by the father of the would be bride. Not following this tradition supposedly
leads to tragedy
Exports
* Kel's Craftsmans
Corner produces superior quality goods in the areas of carpentry, glassblowing,
stonemasonry, carpentry, blacksmithing, leatherworking, fletching and invention
which are much sought after in other lands.
* Kel is also known
for it's horses. Yearly trading is done by the Barony with Kharin horsemen
for these prizes. The steeds are also breed in selected ranches around
Kel as well as the town's main stablehouse.
*Kel is Korresh's
gateway to Lirynn. Consequently elven goods are brought in and then exported
to other parts of Korresh. Kel's own elven enclave, Little Lirynn also
indulges in this practices and act as go betweens between their brethern
and the humans
*Kel has a solid
fishing and farming industry. Sometimes there is a surplus and that is
exported to other lands.
Imports
* All manner of
elven goods are imported to Kel for reshipment to other parts of Korresh.
* Kel has no mines
of it's own so all metals are imported from either Garr or Korresh.