The
Village Proper
The Gatehouse
of Kel:
Kel's eastern side
is guarded by a stout stone wall leaving the two-story
gatehouse as the
only point of entry. Due to the current troubles the gate house is usually
closed, and a group of 3 to 5 guards always accosts new visitors.
Newcomers are usually
asked their names, business in town and what they saw in the mist if any.
Apologies are then made by the guardsmen who then direct travellers to
the town's inns or wherever else the newcomer wishes to go to. The guards
have also been drafted as the town's criers and they quickly inform strangers
as to who's hiring what and where.
The Wharf and
Docks:
Kel is the closest
spot in Korresh to the elven lands of Lirynn. So Kel is the
primary link from
the lands north of the Ahrin Straits to the lands south, especially for
caravans and those who travel by land. The Lirynn coast can be seen from
Kel.
Large oared barges
await patrons on both sides of the Straits, while some ships may actually
pull up to the recently built Wharf. A second wharf is in the process of
being constructed, but is now partially usable.
The Keep:
Extensive modification
is being done to this very old keep. Inside the keep's outer courtyard,
can be found an immense hedge maze that basically spanned the entire area
of the keep. It would take even one familiar with the maze about 10 minutes
to reach the castle proper.
There is a small
moat surrounding the castle, supplied by an unknown water source. The castle's
large walls reached higher than six men standing on each other's shoulders.
Panes of glass had been retrofitted to fit the ancient windows. It is warm
inside the castle. A large red carpet outlined several walkways to other
entrances in the hall. The castle is normally lit by torchlight except
during the brightest parts of the day.
Little Lirynn:
This circle of trees
and houses, just downwind of Craftsman's Corner, has been raised in something
similar to the elvish style, with homes and shops somehow grown into the
trees themselves, with walls and doors of branches woven and melded together.
But different from other villages of the Elves, all these homes touch the
ground... and all these doors have locks of metal. The Terai, sianne, and
ketan so familiar
to the Elvenkind is absent here... or perhaps this entire quarter is ketan.
What is not grown
or woven, has been constructed, creating a mixture of elvish and human
techniques. Smaller trees and shrubs have been planted where once long
ago was road, making travel by wagons and carts impossible here. A canopy
of branches from four particularly large trees makes this area shaded,
and the leaves and flowers somehow seem to dismiss the harsh smells of
manufacturing. Very little human is spoken in this Elvish circle, and those
buildings that are shops have their wares not displayed as pictures so
common in the human lands, but solely in the cursive Elven script. In the
center of the circle of the trees is a gentle grassy glade with a lone
glimmering sapling of a tree, though on occasion rumor says
a crystal-clear
spring appears here, or a brief sparkling rainbow. Exotic harping can be
heard day or night from one ground-based inn. On occasion, a person comes
wandering away from Little Lirynn muttering that they travelled around
the circle of trees for fifteen minutes, and never could find a way in.
The Watchtower:
This tall lighthouse
was erected on the southwetern tip of Kel just after the Scourge. It is
believed that its light could reach both Maston and Na'el... had there
not been intervening forests in the way. Within the last few years, a strange
hermit has taken possession of the Watchtower, at Baron Severs's permission.
He did maintain one provision, however. Two of his Guard must still maintain
the Tower Watch. It is mumbled that the presence of the hermit has
actually caused the guards to keep a
constant watch over
the boring Straits, where before the duty had been known as 'Nap Watch.'
Three shifts of guards enter and leave the tower, and that is all that
is ever seen coming or going to this ancient watchtower. There is a sign
by the door, in many languages, Go Away!
The Sheriff's
Office and the Guardhouse:
The Magistrate's
Office and the Guardpost is located just off the Village Square. Sherriff
Strand, the older brother of Lord Severs, and his man Guard Master Moot,
maintain the garrison and the peace throughout Kel. Strand is well-liked
and respected in Kel, and is known for his swift but even ideas of justice.
The same is not said of Moot, who, rumor has it, was appointed Strand's
assistant as a political favor by his brother, Baron Severs.
The Graveyard:
This is a quiet,
deserted place at the back of the church. The southern edge ends in a
cliff facing the
sea, while the rest of the cemetary has been sealed in by black steel fences,
with the only entrance being a chained gate. The place is filled with tombstones
and mausoleums. Only the plain, stone house near the gate has room for
the living. Something from the ground causes mist to form easily, hugging
the surface, making footing treacherous.
The Undertaker is
a heavily built man clad in black formal clothes except for wide brimmed
brown hat. Physical exertion seems to have no effect on the man or his
clothes. He was never seen to sweat. officially known as Mr. Selias Osthorne.
Most people have taken to calling him Mr. Deadguy as he likes to be called.
From a distance a morose and grim man, Mr. Deadguy is actually quite pleasant
to talk to,
and with an odd
sense of humor due to his random giggles and his comments that spirits
talk to him. The Graveyard has a reputation of creepiness and is generally
avoided by most common people. Strange flowers can sometimes be found growing
inside.
The Elven Herbalist:
Kel's most famous
healer, Lyssa it is rumored, is much more than a mere grower
and seller of herbs.
She is rumored to be a witch, rumored to be a defaulted Elven queen, and
even rumored to be an assassin. But she doesn't tell. But she is well known
as the best healer in Kel, able to bring life back to those knocking on
the doors of death. Her shop is a short distance away from the village
proper, and is surrounded by a garden.
She has a sign by
her door....
Wanted:
Apprentice. No
pay, long hours.
Must know Human
and Elvish.
Female preferred.
........No one knows
what happened to her last apprentice.
The Church:
The church of Telgard
in Kel is situated in the southwestern corner of the village square. It
is an imposing structure rising about 40 feet into the air, the steeple
holds a bell which is kept there to rung in case of emergency, as it had
rung, when the council was convened. The doors to the church are also huge
affair. The doors are wooden reinforced with metal plating, so thick that
normal spear or sword would not make even a small dent into it. The doors
are kept open to people from dawn till dusk.
Questor Goodall is
nominally the acknowledged as the the Traphar, the head of the church in
Kel, while Brantar Foden, one of the priests is the acknowledged school
teacher for the town, teaching to different students every day how to read
and write.
The Slums:
The slums is a tightly
packed group of houses where the less fortunate residents of Kel live.
The place is poor but not squallid. Nobody starves. There rumors of the
the presence of a strong but unobtrusive thieves guild here who often masquerade
as residents here. The guild is said to be generous and helpful to longtime
residents here. Passageways are rumored to lead underground to a secret
docking
area known as Neverland
Cove.
The Forgotten
Statue:
This twenty-foot
tall weather-worn statue tops a cliff overlooking Kel. The
statue, of northern
granite, is a helmed man brandishing a broken axe while casting an open
palm towards the sea. He is surrounded by six six-foot crosses that appear
to be sword hilts. This statue is a mystery to the folks of the present
day , but it is still carefully preserved by the orders of the Barons of
Kel.
The Village Square:
The center of Kel
is a vast market, as goods both local and distant are sold from
stands or by independent
hawkers. In the center of the square are a set of gallows and a hangman's
platform, all showing signs of recent use. Next to the noose a ring has
been corded off, and villagers test their skills against the travellers
using either their bare hands or padded/rattan weapons. Nigleck, a small
man with a loud voice, is the master of these fights.... and more importantly,
the odds. All in all, the village square is the place where most of the
rumours originate and fester. This is also one of the place where people
of all origin and creed rub their shoulders together, forgetting their
differences for a while. Off the square are the Sherriff's office, and
the Inn of the Fallen Star
Craftsman's Corner:
The craftsmen of
Kel have huddled together into their own quarter. A variety of
strange smells and
colorful sights abound as the craftsmen seek to outdo each other's displays....
all of which are pulled inside and locked up at nightfall. Apprentices
run from one building to another, borrowing a strip of leather for glass
beads, and so on.
Unlike elsewhere,
Kel's craftsmen tend to work two to a building, the two crafts usually
differing by great degrees. Blacksmith Bronsen shared his shop with Master
Kelvar, the leatherworker. Dame Riddellow, the glassblower, shared her
shop with Master Vennieo, the gemcutter. Tanish Mason, Master stonemason,
shared his shop with Greig Wood, the master carpenter. The Masterfletcher,
Vinn Fletcher shared his shop with the dwarven inventor, Grumpy Benj the
Engineer.
The Unicorn Hunt
Inn:
Unofficially known
as the Mage's Inn. It is run by one of the magic enclaves,
The Brotherhood.
A bluerobed watchman at the door makes sure that only special people(mages)
are allowed entry. The owner of the inn is Adept Grell who is fascinated
with combining magic with machines with often painful success. He is arrogant
but respects people who show class. He has an assistant, a motherly dwarf
known as Mrs. Roggart or Apprentice Roggart.
The Saucy Siren
Inn:
This inn easily
made its name as the best of the inns in the area. The tables are
clean, the service
quick, if not always friendy, and the entertainment of high quality. At
the door a bouncer can be found monitering the individuals who enter. For
those who would rather have direct service, there are seats at the bar.
it is a rather pricey inn. If you have the cash, the Red Order has the
spell that you want. Adept Kassandra Lyle, a beautiful woman with a blue
dragon tatoo on her left cheek owns this inn. Her assistants are Lady Stella,
an apprentice with a notable singing voice and a gift for information gathering,
and Solemn Steele, a harsh, and cold mage with mysterious motives and much
knowledge.
The Inn of The
Fallen Star:
This is not one
of the nicer inns in the area, being prone to a rowdy card games and the
source of much of the gossip around Kel. Too much blood has been spilled
here lately. A one armed bouncer by the name of Kost stands watch at the
entrance usually, although there are other bouncers are around every once
in a while to give him a break. The inn is owned by Kost's wife, Mrs. Celene
Shane who is notorious for her bad teeth, a ready crossbow and excellent
harp playing.
Inside, one will
find the inn to be pleasant, in a noisy sort of way. The tables are not
entirely cleaned, but the floors do seem to have been mopped clean recently.
Stairs lead to rooms on the second floor of the building. This dimly lit
large inn was once the most popular in Kel. It features fair food modestly
overpriced, as well as nightly entertainment on a decent stage. With its
generous custom of never denying
a performer the
chance to show their skills, it once was a gathering place for bards, mistrels
and storytellers. Now, only armed folks visit.
Town Hall:
This solid, white
building is made of carved stone in a classical style. Head Clerk Jedrel
is in charge here. The day to day Bureaucracy of Kel runs through here.
By law one is required to answer any questions dealing with numbers to
a goverment clerk here. The amount of information the clerks glean here
is surprisingly large and well indexed. Unfortunately the amount of work
here tends to place great stress on the individual. Citizens keep a respectful
and wary eye here as more than one clerk in the past has suffered a violent
breakdown.
The Bakery:
There are two well
known bakeries in Kel, both owned by a Mistress Gretel. One caters to the
resident's of the Residential district, the other to the slums. Regardless
of location the smell of delicious freshly baked goods can be found here.
The bakeries are both two stories tall, although only the first floor is
used for business.
The General Store:
Owned by Silas GoodFlint,
this shop has acquired a mixed reputation. Standard
goods can be bought
here without difficulty. It is goodflint's specials wherein he offers supposedly
rare or unique items for sale which have more than once brought grief to
the buyer. Silas is related to a Arguelles Goodflint, an alchemist of dubious
reputation residing in the residential district. Silas cheerfully sells
whatever concotions Arguelles cooks up without bothering to check if the
item works as promised.
The Residential
District:
Here Kel's well-to-do
reside. The streets are clean. Your neighbors are your
employers or fellow
craftsmen. Guard Patrols make it a point to visit this area often. The
houses here are well maintained and the roads well spaced. Boarding Houses
of good quality can be found here. This is probably one of the safest places
to be live in.
The Stables:
Eseverance Lyss
is the Stablemaster of Kel. Aside from his stablehands few people have
meet this strangely dour elf. Only the Baron and The Head Clerk are known
to speak with him regularly. No human remembers any other stablemaster
aside from Lyss. Not ancient by the standards of elves, and shunned by
other elves, he is most often seen unexpectedly watching from the shadows
of the stables when any trouble brews, glowering at the miscreants.
The Horses raised
and bred here are almost the equal of the warhorses of the Kharin of the
plains. Consequently most of them are sold to outside buyers making the
Baron a tidy profit leaving only a rare few for the Baron's family and
his chosen few. Once a year Eseverance makes a trip to the plains to trade
horses with the tribes there. He often hires guards then. A lucky few have
earned magnificent
steeds in this way.