Keytown, Tuth
Size Designation: Capital City
Location: Situated just east of the Crossland River, along the Travel Way between Crosslandford and Mountainsoninatown
Affiliation: Confederation and Tuth, the lands under the protectorate and demesnes of Duke Pirvan Dromon
Population: approximately 22,500 within and around the city walls
Racial Makeup: 76% Human, 10% Gnome, 7% Dwarf, 4% Halfling, 2% Goblin, 1% Orc, <1% Elf
"Help me up lad. Let me look to the west one last time as the Great Orb rises from the east. Yes, you see it lad, the city of Honor? You see the castle spires, glimmering against the clear morning sky like spikes of pearl? No clarion call of silver trumpets this morn, but I can hear it in my heart. There, does your heart flutter when the morning breeze catches the King's banners and raises them high in the air, like so? I tell you lad. One day we will take back the city, and bring Honor back to the great halls there upon the hillcrest." - Linnaus Podred, Paladin of Anthor, speaking to his faithful squire while his life bleeds away on the plains east of Keytown, during the Third Mage War.
Physical Description: The rolling hills of the west give way to the fecund plain dotted by farming settlements to the east. Here, where the plains and hills meet, is the city of Keytown, built around a hill that resembles a very large ramp. The hill slopes up from the west, north, and south. To the east is a steep cliff.
The Old/Upper City:
Built on the edge of this cliff, at the very top of the hill, is the castle of the King of Tuth. Its tall, gilded spires stretch out high over the other buildings on the hill summit, and are often seen glittering from afar on a particularly clear and sunny day.
Behind the castle, built on the center of the hillcrest, is a temple of Anthor and a walled monastery built on the grounds around it. The entire complex is nearly as large as the King's castle. Three other large buildings are prominent on nearby: one is a large library and temple of Kaldinsky; another is a temple of Fyrre, with a giant torch-like structure before it containing an ever-lit flame. The last major building is a keep, much smaller than the castle but still a grand structure. This keep is the residence of the House of Dromon. The rest of the crest is filled with buildings of the old city. These often share a common wall, with many having basements and a peaked roof. A roughly oval-shaped stone wall surrounds it. The walls are patrolled by city guards.
The City Main:
Most of the city main is built on the slopes around the hillcrest and inner city. A thousand feet from the inner walls there is a second, stone wall. Inside these walls, the expansive area has three major flagstone avenues leading out of the city main in three directions (the eastern direction blocked by the cliff). Along these three roads are many buildings that comprise of Keytown's status as a major trade center of Tuth: merchant estates, smithies, a variety of stores, taverns and inns. At the very center of this region, where the roads meet, is a large square that is a bustling market area. One can always find this area featuring dozens of businesses, and it is frequently patrolled by the city guards.
From the main avenues branch other roads, varying in width and repair. Some are flagstone, others cobblestone, and still others, farthest away from the main roads, are dirt. The dirt roads lead out into the areas away from the avenues that are not as built up and consist mainly of farms and pastures. As one moves from the main streets to the smaller paths, there is an evident shift in the construction of buildings. Along the main roads are large manors and even walled estates, as well as large merchant houses and even inns of several stories, whereas along the cobbleroads, the buildings are standalone, one or two story constructions. The ground level of most buildings have stone facades, while the upper stories are constructed of wood and plaster. Going farther, the buildings become small cottages with thatch roofs, and then farmhouses surrounded by farmland or corrals and grazing areas.
The Lower East Side:
The lower east side is separated from the city main by two stone walls that lead off of the innermost wall around the oldest part of the city. These two projections come off from the castle and away from the cliffs, and they eventually meet the second wall that rings the city. Thus the palisade encloses an expansive courtyard that is about half the size of the city main. This area is hilly under the cliff and protects the cliff face and castle above. This bailey is where the city guards and Anthorites are housed and trained. A large garrison of the Order of the Sword is also located here.
The Lower City:
Ringing the city, about two thousand feet from the second wall, is the third and outermost wall. It is thicker and higher than the inner walls. The three main avenues that lead into the city main narrow as they traverse the lower city, finally widening again as they near the three city gates. There are fewer offshooting roads, and most buildings line the main roads. They are one-story, standalone constructions with stone facades and roofs. The areas not proximal to these avenues are dotted with farms and grazing areas.
The Outskirts:
Outside the city gates are tiny outgroups of buildings, akin to tiny villages where those not wanting or those unable to live in the city have settled. These buildings are mainly cottages and single-storied constructions of wood and plaster, many with thatched roofs.
City Leader: The ruler of Keytown is a hereditary title that currently belongs to the House of Dromon, which has the colors gold and black and the symbol of the golden unicorn. The Duke Pirvan Dromon is a forty-year old man who is the first cousin to Tuth King Igor Zaine. As such, he is the next in line for succession should the Zaine family fall. Pirvan has been married to Lady Emma Dromon for seventeen years. She is two years his junior and has given him several children. Only the youngest two sons, Edgar and Rhonan, sixteen and thirteen respectively, remain alive from the devastation suffered during the Third Mage War. Baron Elshide Dromon is the duke’s political advisor, while Baron Murk Dromon is a cousin and military advisor.
The House of Dromon is currently one of the most powerful noble houses in Tuth. The family obtained it’s power by buying in shares of Keytown and becoming active members of the trade coming into and going out of Keytown. Initially, their main trade was in small cargo, but since then they have branched out as their power has grown. Although not directly in control of the House of Mirman, the Dromons hold much sway over them and use their trading connections to grow in power. The House of Dromon owns Hawk’s Perch Trading Company and thus holds sway with many other merchant companies, hiring out its bodyguards for caravan protection. Since they have come into power in Keytown, the House of Dromon has provided the people with a fair and just rule. As such the family is well-liked by the citizenry.
City Defenses: Keytown is well-fortified with thick, tall stone bulwarks. The outer wall is the thickest and tallest of the three which ring the city, and the innermost wall is the lowest. All three walls have guard towers equipped with ballista at regular intervals along their lengths, and the gatehouses are large and circular, looming over each gate. The gates themselves are massive wooden structures bound with thick iron and reinforced by a portcullis. Well-armed guards man the guardhouse at each gate, and they also patrol the walls and guard towers. Each guard tower also has an artillerist. Within the city, guards can frequently be seen patrolling the main avenues, marching from one guardhouse to another.
The city guards are garbed in the city uniform, which consists of black breeches and black, yellow-cuffed tunics with a yellow insignia stitched onto a dark yellow cloak. Each guard wears splint mail over the ensemble and is also equipped with an open-faced helm and halberd. The city guard consists of seven hundred active guards with double that number trained and held as reserve.
The castle guard is a separate division from the city guard and is composed of nearly two-hundred level-one soldiers, with additional, higher-ranking lieutenants, captains and commanders. They are armored in plate mail (or field plate in the case of higher ranking guards), equipped with ranseurs and longswords, and are garbed similarly to the city guards. They patrol the castle grounds and walls, and are also posted inside the castle.
All of this, of course, is in addition to a very strong Order of the Sword presence in the city.
Religious Contacts:
Temple of Anthor:
The temple in Keytown is the largest devoted to Anthor in all of Thardferr. The monastery is an expansive structure located in the center of the plateau upon which the upper city is built. It is next to the castle of the King of Tuth and surrounded with a low stone wall of its own. It appears almost as large as the King's keep, though not as well fortified and not as tall. A large gate, its massive wooden doors ajar during the day, marks the entrance into the monastery. Inside the outer courtyard, there is a smaller gate, doors closed, that leads into the inner courtyard, where the temple of Anthor is built. A bell is next to the smaller gate.
Upon ringing the bell, the doors open and a man in armor stands just inside. "Enter if it be with honor." Past him, the actual temple can be seen, located in the center of the monastery grounds. It is possibly the most impressive and beautiful buildings that most visitors have ever seen: ancient but well-kept, ornate, decorated, constructed of multicolored marble and large stained glass windows depicting heroic scenes of nobles and legends. While the temple itself spares no cost for comfort, equipped with tapestries, balconies, gilded and vaulted ceilings and upholstered seats, there are many other buildings flanking and surrounding the temple which are architectural marvels as well but far more spartan in decoration. One of the more prominent ones is the Brothers' Hall, which has an atrium-like area in front, where there are always a number of robed monks.
The highest ranking figure in the temple, and in the entire church of Anthor, is the High Pentagonant. He is the ultimate champion of Anthor and is unnapproachable in his honor. He is also said to have the ability to speak the holy words of Anthor and restore even the most grievous of dishonors through his blessing (cast 7th-level spells). He leads the church through his unerring decisions based on strict interpretations of the Tenets and his own unimpeachable moral standards.
Temple of Kaldinsky:
The temple of Kaldinsky is alongside the main avenue that runs all the way to the gate of the King's castle. The outer entrance leads to a magnificent ellipsoid foyer from which three doors lead further into the temple. The largest and center entrance leads to a large library that houses a first-rate collection of content. Its construction is awe-inspiring: the marble veneer and vaulted ceilings, as well as intricate stone engravings depicting the lives of celebrated scholars in the history of Thardferr.
The door to the right leads to a large reading room lined with desks and chairs. Along the walls, there are doors to smaller studies. The door to the left leads to an assembly and worship hall. A stone podium with a representation of an open book is at the center of the chamber, and the hall is filled with pews which all face the central podium and altar. Like the reading room, there are also many side alcoves and antechambers that are used for specific tutoring.
The leader of this temple is the Grand Dean Venisia Lornshire, who is in her mid-40s. She is able to see the truth of anything through divine ability (cast 5th-level spells), and is at the pinnacle of scholarly study (has at least seven intellectual non-weapon proficiencies, with a check based on intelligence or wisdom, or at least four with a check of 15 or better).
Temple of Fyrre:
Alongside the temples of Anthor and even Kaldinsky, the temple of Fyrre seems small, yet it is still an impressive structure that stands out prominently from the rest of the old city built upon the hilltop. A gigantic torch-like structure containing an eternally feeding flame is in the center of an open courtyard, and the path diverges before it and makes two half-circles around it before they meld back into one and extend to the entrance of the temple. The most prominent aspect of the temple itself are the many tall chimneys that continually emit the smoke of a giant forge housed inside. Inside the dome-shaped temple, loud ringing can be heard from every direction as the sound bounces off the domed walls and ceiling from the impassioned of Fyrre, who take hammer to anvil and forge items from fire and zeal.
The leader of this temple is a Keeper of the Flame (Priest of the Flame) who is said to have achieved such power that he can call forth the divine flame and strike Fyrre's foes from the sky (cast 5th-level spells). He is responsible for maintaining the flame of the Pyre, and wears robes of black with wide red sashes and an extremely large holy symbol of Fyrre around his neck.
Temple of Telk:
The temple of Telk is located in the city main, near where the three main avenues meet. This is the busiest part of Keytown, where people meet, barter, converse, and have the greatest chance of becoming inspired with new ideas. Thus, here there is a major temple of Telk: a large working hall with many side and antechambers already prepared for use by different craftsmen and inventors. At the center of this hall is a giant slab of stone where there are always enthusiastic craftspeople gathered around, discussing a new idea and scribbling furiously on the stone surface. Beneath the ground level, there is a large underground storage and testing area for inventions.
The one who runs this temple is a Master Builder (cast 5th-level spells, has at least a 13 charisma, and has at least two crafting skill checks at a level of 16 or at least one crafting skill at 19 of better)
Temple of Sembral: Located in the Lower East Side between the barracks and the Order of the Sword guildhall, the temple is overseen by Seneschal Silas Velinus, who despite his young age (being only twenty-four) has found enough favor with Sembral to cast 5th-level spells. The temple itself is magnificent, with several enormous stone pillars all around the building. Engravings on the stone pillars commemorate great heroes and battles of old. A central pillar near the front entrance is a giant idol of an armored warrior carrying a battle axe in one hand, with his other hand outstretched.
Temple of Elanar:
Across the busy square from the temple of Telk in the city main is The Nine Fires, once a splendor of its time being built for the nobles and merchants of Keytown. Its name, however, used to be The Topless Barmaid and thus it brought in a different type of clientele. That inn was burnt to the ground long ago, in a brawl when a drunk patron got too frisky with a barmaid and a lantern was knocked over into fresh straw. Since then, the inn has been burnt to the ground six times and has sustained major fire damage three times. The inn's proprieters, never gave up, and the current one does not intend to either. The proprieters have simply changed the inn name for each fire. Today, the inn is a two-story wooden building, surprisingly large, with a thick thatch roof.
There are many rumors, and among them are ones as far-fetched as the original owner, Morgan, having been a lucky adventurer, one day stumbled across a horde of treasure, and thus he and his descendents are able to pay for the reconstruction of the inn. Perhaps Elanar did have something to do with Morgan's good fortune, as the back rooms of The Nine Fires, where the less legitimate side of the establishment occurs (the inn serves also as a brothel and gambling house) is actually a temple to Elanar.
The typical clientele are rough and shady people. Prices for a single room are one crown per night, while double rooms are four villiers and a common room two villiers. The innkeeper also manages the temple, and can cast 4th-level spells.
Matrian's Shrine (Celenia):
Matrian (a hopebringer) maintains a shrine in the city main, on one of the smaller roads that comes off of the east-west avenue. It is a cottage nestled behind a couple of shops, and the place is homey, with enough places for a small group to sit on a bench against the wall that is wide enough to serve as a bed. The smell of something interesting is cooking in the pot and a shelf near the fireplace holds many jars and boxes and a few beakers and vials. Other than what appear to be alchemical tools on a table, there is only a bed against one wall, and a door which leads off into some unknown room beyond. In another corner there is a shelf with a white marble statue of a woman with fresh white flowers. For those with a discerning eye, the idol wears a shroud, though the significance is lost on most of the few who might take notice.
The Temple Ruins:
The old ruins nestled in the hills a mile southwest of Keytown's outer wall was once a temple dedicated to Kreaon. Circumstances of its destruction may be obtained by certain cityfolk who are in-the-know. Currently, there is only a dais, upon which sits a backless stone seat with a free-floating continual lightsource hovering above it. This, the Seat of Kreaon, is the only sign of what once was. The area is now a shrine maintained by an old priest of Kreaon. Reclaiming the ruins is wildlife and a shrine to Tyre, while adjoining it is a graveyard and beneath it a crypt, all hallowed ground of Diadra.
Guild Contacts:
Regional Post, Watchers of Twilight:
The Watchers of Twilight maintain a large regional post in the city, near the center of the city main. It shares a common wall with the large temple of Telk.
Garrison, Order of the Sword:
The Order of the Sword maintains a large force garrisoned at Keytown in the Lower East Side. It is the largest force outside of the one that is stationed at the guild headquarters in Coopersville Forge.
Imperial Mages' Guild contact:
The city contact for the Imperial Mages' Guild can be found in the Temple of Kaldinsky where he has permanent residence.
History: Keytown is the ancient capital of Old Tuth, and so it has a long, rich, and varied history as being one of the largest and most important cities in the realm. But it had modest beginnings as a frontier town built by intrepid woodsmen and rangers in the early days when the Leserd Forest extended farther west and the Thorn Wood had not retreated so far to the south. As time passed and settlers began to forge east to newer frontiers, this city became a gateway, or “key,” of sorts, to the east, and hence it became known as Keytown.
The town was built on the very site of the upper city today. A smattering of buildings was guarded by the cliff face and a wooden palisade. A keep was built on the very place that the now magnificent castle stands today, and a small temple was erected to Anthor not long after the construction of the keep. As the city grew to prominence in the years after the First Mage War when Thardferr won its freedom, the keep began to look more like a castle, while the temple of Anthor was expanded and a monastery was beginning to be built around it. Expansion of the city saw the construction of new buildings on the hillslope in addition to the crest.
The city was almost destroyed in the Second Mage War. These years of war and the decade following it is known today as the dark age for Keytown. A powerful lord rose to prominence, taking lordship of the lands, and while he made brilliant plans for the reconstruction of the city and restoration of its splendor, he also erected a small complex to the southwest of the city. There he committed his atrocities, taking lives and torturing many innocent subjects. Eventually, a group of paladins, Knights of Truth, defeated this lord and erected a temple of Kreaon over the spot as a symbol of the triumph over evil. This triumvirate took over the running of the city briefly, helping to usher in the golden age before turning it over to another noble house. But the dark times had ended and the golden age lasted for several hundred years. During this time, Keytown rose to prominence as one of the pre-eminent cities in Thardferr and was also named the capital of Old Tuth.
The golden age came to an abrupt halt when the Sythians swept east during the Third Mage War. Despite the valor and courage of the city guard, as well as conscripts from all over Tuth who had answered the call to arms, Keytown fell to the Sythians much to the bitterness of the defenders and particularly Anthorites. It would be another several years before the forces of Thardferr set foot in a free Keytown again.
Since then, King Igor Zaine has been hard at work rebuilding the city and restoring it to what it was during his father's rule.
City Sectors: There are five city sectors, described previously.
The Upper/Old City:
Taverns and Inns:
The Ivory Jack:
Typical Clientele: officials, wealthy merchants
Atmosphere: haughty
Special Vendors:
The Blazing Anvil: The Blazing Anvil was the first armory in town. Since it's opening the shop has been very successful and has become rich from its sales. The Blazing Anvil provides most of the armor to the city guards and barracks officials. As such they hire only skilled workers and are capable of making most armors, including specialty armor such as coin armor.
Workers: 3 masters, 15 apprentices, 1 mistress of the shop (shop keeper)
Prices: +5% to PHB/Equipment Guide Prices
Qualty: High, although no benefits are gained other than increased durability
Temple of Fyrre: Metal is wrought into extremely fine and sturdy items in the forges of the temple of Fyrre. Substantial donations, however, are required for the services of the Fyrre clergy.
Neighborhood Characters:
Special Encounters:
City Main:
Taverns and Inns:
The Nine Fires: Described previously under Temple of Elanar
The High Moon Inn:
Typical Clientele: average people
Atmosphere: friendly
Prices: 1 linert - 1 crown
The Traveler's Banner:
Typical Clientele: mercenaries, caravan masters, ect
Atmosphere: moody - friendly mostly
Prices: 2 linert - 13 linert
The Black Mask:
Typical Clientele: shady people
Atmosphere: vile
The Lavander Lion:
Typical Clientele: commoners
Atmosphere: decent
Special Vendors:
The Silver Hilt: This weapon smithy that deals in rare metals for weapons. The shop is run by 2 dwarven smiths, who are both talented in making weapons out of rare materials such as silver, iron, iron alloys, etc. They also work with several of the local temples, creating their fine blades and getting minor enchantments placed upon the weapons.
Workers: 2 dwarven masters, 1 dwarven apprentice
Price: varies on material
Quality: exceptional, +1 to hit/damage due to infallible edge and balance
Deals in: exotic metals and weapons
The Crossroads: Prices: average
Deals in: standard city wares
The Hefty Backback:
Prices: +1% PHB
Deals in: more exotic and finer items, has most tools for risky jobs and for use by adventurers
Ssarra's: Blacksmithy
Temple of Telk: All sorts of craftsmen and smiths can be found plying their wares near or in this large workshop. More than likely there will be a Tinkerer or two also selling their ideas.
Neighborhood Characters:
Special Encounters:
The Lower East Side:
Taverns and Inns:
The Three Bars:
Typical Clientele: soldiers
Atmosphere: good-natured and rowdy
Prices: 1 linert - 12 linert
Special Vendors:
The Chalice: The Chalice is a small forge run by Rhodar the orc. The shop specializes in making shields, bracers, and other such devices and light armors, although Rhodar is capable of creating almost any standard armor and almost every armor accessory known to man/orc.
Workers: 1 master, 2 apprentices, 1 artisian/Mistress of the Shop
Prices: +10% PHB prices for shields, bracers, etc, +2% for armor.
Quality: very high quality armor accessories (helmets, bracers, etc), Rhodar takes pleasure in seeing masterpieces leave his shop and each piece of work is done with care.
The Strongwatch: Located near the barracks, this weaponry is the official seller of weapons to the city guard and officials.
Workers: 4 masters, 1 Mistress of the Shop
Prices: +250% PHB prices
Quality: Exceptional, grants wielder +1 to hit due to perfect balance and sharpness of blades.
Deals in: all slashing weapons and hand-held piercing weapons.
The Blue Mace: Good quality bludgeon weapons, sells the occasional dagger, but does not deal much in bladed weapons. Sells bludegeon weapons to the city guards and town officials.
Workers: 1 master, 1 apprentice
Prices: +1% PHB price
Quality: average
Deals in: bludgeon weapons
The Waycross:
Prices: 2% more than PHB prices
Deals in: most PHB items
The Hot Poker: Blacksmithy located near the barracks.
Neighborhood Characters:
Special Encounters:
The Lower City:
Taverns and Inns:
The Whistling Wheel: The Whistling Wheel is an in of average quality in the north section of town. It is run by an orc going by the name of Caesar. The man is quite gruff but honest, he does not tolerate the 'floppy' sort who ask for fineries such as tea. The inn is two stories.
Typical Clientele: average people
Atmosphere: decent
Prices: Single Room 1 crown/night, Double Room 6 villier/night, Common Room 2 villier/night
The Murdered Manticore:
Typical Clientele: caravan masters
Atmosphere: edgy
Prices: 3 linert - 20 linert
The Broken Jaw:
Typical Clientele: ruffians
Atmosphere: hostile
The Roll Roast: This is a quality establishment, though the clientele range from common folk from abroad to well-traveled adventurers. A doorman called Bardes, who swings a mean quarterstaff, keeps the peace.
Typical Clientele: commoners
Atmosphere: decent
Special Vendors:
The Scarlet Shield: This shoddy armory lies off the beaten path a bit and is on the downhill path to bankruptcy. Prices are exceptionally high for low quality work, it is rumored that the owner deals in other businesses besides armor, and that he invests in 'future-used goods'.
Workers: 2
Prices: +20% PHB
Quality: low
The Wary Warrior: The Wary Warrior is an average weapon shop, having standard weapons with standard prices, and will not do specialty craftmanship.
Workers: 1 master, 2 apprentices
Prices: standard PHB prices
Quality: average
Deals in: all weapons found in PHB
The Herbal Cure: An apothecary.
Neighborhood Characters:
Special Encounters:
The Outskirts:
Taverns and Inns:
Special Vendors:
Neighborhood Characters:
Special Encounters:
Main Imports/Exports:
Places of Note:
Castle of the King of Tuth:
The castle is an ancient yet grand and well-maintained structure, the largest in all of Keytown, dwarfing any other building save the monastery of Anthor. It is an architectural marvel and is looked upon with great pride by the citizens of Keytown. Its great gilded spires sparkle in the sunshine and twinkle under the starlight; they can be seen from just about any position in the town itself, as well as many miles around.
The Merchant Houses: These Houses hold great political and socioeconomic sway over the city of Keytown. The largest and most powerful are described here:
House of Thond: The House of Thond is a merchant house located in the east section of town. The house is very large, one of the largest in town and is ringed by an iron gate. To gain admittance to the house one must show the guards that they have coin/gems and all weapons must be left at the front gate, when doing so the owner of the weapon is given a tag and a matching tag is tied to the weapons. The inside of the house is very luxurious and spacious. The main room where all dealings are done is in the front reception chamber which is decorated in mosaics and purple curtains. For large deals or for better customers there are private dealing rooms on the second floor where the patrons are given wine and seats until their transactions are completed.
At present the House is home to 15 merchants, all in the same family, there are however no more than 8 at home at any given time. The mansion is guarded by 10 guards armed with splint mail, medium shields, halberds, and long swords who will fight with utmost loyalty. All members of the house wear the purple livery and coat of arms of the House.
Major Dealings: Gems and Precious Metals, Artwork
Buying Prices: 92% actual value
Selling Price: 110% actual value
Location: Upper City
Rival House(s): none
Allied Houses: The House of Mirman
Political Power: strong
House of Mirman:
Major Dealings: Loan Shark
Buying Prices: -
Selling Price: debt amount + 15%
Location: City Main
Rival House(s): none except for some members of the council
Allied Houses: Hawk's Perch Trading, House of Thond
Political Power: strong
Red Raven Trading Co.
Major Dealings: Horses and other mounts
Buying Prices: 67% normal price
Selling Price: 115% normal price
Location: Lower City
Rival House(s): Hawk's Perch Trading Co.
Allied Houses: none
Political Power: very little
Khardfee's Choice:
Major Dealings: Dwarven Goods
Buying Prices: 90% normal price
Selling Price: 115% normal price
Location: Lower East Side
Rival House(s): Zilod's Warehouse
Allied Houses/Shops: The House of Thond, the Silver Hilt
Political Power: relatively high
Zilod's Warehouse:
Major Dealings: Pawn Shop
Buying Prices: 50% normal price
Selling Price: 85% normal price
Location: City Main
Rival House(s): Khardfee's Choice
Allied Houses/Shops: The Hefty Backpack - owned & operated
Political Power: very little
Hawk's Perch Trading Co.:
Major Dealings: Weapons and Armament, bodyguards, caravns for hire, war mounts, etc
Buying Prices: do not buy from outside sources
Selling Price: 105% normal price for goods, variable for services
Location: Lower City
Rival House(s): Red Raven Trading Co.
Allied Houses: The House of Mirman
Political Power: very strong, owned by the House of Dromon
People of Note:
Igor Zaine, King of Tuth:
Igor Zaine, King of Tuth, is a rather imposing figure. He stands just under 6' tall and weighs in around 185 pounds. His dark brown hair, streaked with gray, is accented by his deep blue eyes and the short beard he sports. Igor is usually seen wearing a small golden crown inset with many jewels, the deep blue cloak of Tuth, trimed with white wolf fur. When not in full court he dons a small circlet, made of silver and accented with small black opals. The circlet is made to look like running wolves entwined with one another, each wolf has a small black opal as it's eye. He also wears a clean white shirt emblazoned with his royal seal, as well as deep black pants. Both the shirt and pants are inlaid with golden designs. At his belt hangs the royal symbol of office - a silver mace, the head forged into the likeness of a howling wolf. The silver has been altered at the head to appear white, small black opals are inset as eyes for the wolf. Igor is never alone unless he is in his royal suite. When out and about he is ringed with 6 guards, all wearing blue cloaks, a white tabard with the howling wolf set upon it, polished chain mail and a medium shield trimed with fur and bearing the blazon of Tuth. Each guard is armed with a mace, broad sword, 3 daggers, and spear.
Shyleen Zaine, Queen of Tuth, 677 - 718:
Shyleen Zaine married Igor in 677, bearing him four children before her death at the hands of the Syth invaders. Igor, fearing for her life sent her to hide in the Thorn woods of Khardfee, however, her companions and her were captured and killed.
Kieran Zaine, Royal Prince and Heir to Tuth, 699 - 718:
Kieran, Igor's oldest son was trained in both military and royal matters, as he was to rule the kingdom when Igor stepped down. However, he was slain battle minions of the Syth during the war attempting to avenge his mother's death.
Odano Zaine, Royal Prince, Next in succession:
Odano is still as of yet young, being only 18 years of age. He stands 5'9" and weighs approximately 150 pounds. His light brown hair is cropped short, as is his goatee. He carries himself with the brash demeanor of many youths. Despite this, the teachings he has recieved have matured him well beyond his age. There is a great hope that he will lead Tuth into an even greater time than his father.
Dhelt Zaine, Prince, second in succession:
Since his older brother Odano will inherit the throne and all that goes with it, Dhelt has recieved very little training in royal matters, instead prefering to spend his time honing down his skills as both a master swordsman and a master bowman. Dhelt, now 15, has achieved a high ranking in the armies of Tuth. Although Dhelt is not yet as mature as his brother, High Knight Zebe believes he may become one of the greatest military minds ever. Dhelt stands 5'7" and weighs in at a mere 135 pounds. He is most comfortable in the presence of warriors, and is frequently found in taverns where their kind is most welcome. Even when not on duty he frequently sports a light suit of leather armor.
Kress Zaine, Princess:
Kress is the youngest of the three Zaine children of Tuth, now being only 10 years old. She is a very timid young girl and easily shies away from Royal functions. Although she has not yet found a favored pasttime other than playing with her dolls, her father has grand plans for her and plans to marry her to the House of Roark when she comes of age.
Brunwikk Rockenfist:
Rank: Chief Political Advisor
Title: Count
Symbol of Office: Silver Mace
Brunwikk is a middle aged man, slightly balding but still in excellent physical shape. He stands a wee tad over 6' in height and weighs in around 210 pounds. When within the palace or performing his duties he wears a white shirt emblazzoned with the royal symbol of Tuth. The shirt is complimented by his dark brown pants and his royal blue cloak. His head is shaved baldexcept for a topknot of thick black hair tinged with gray. A silver mace, the symbol of his office, hangs at his left side, attached to the black baldric that runs across his chest. He is Igor Zaine's royal advisor and, as such, presides on all council meetings with the full support of Tuth behind him. His mind constantly races, looking for openings in every conversation where he can use his quick wit and sharp guile. Brunwikk is always accompanied by his two body guards, garbed in chainmail and cloaked with deep royal blue cloaks and tabards. Each is armed with broadsword and halberd.
High Knight Zebe:
Rank: Military Advisor
Title: Commander
Symbol of Office: Silver Bracers
Zebe is an imposing figure, even at his age. Although now at 51 years of age Zebe still stands at 5'11" and weighs in at 185 pounds. His once red hair is now heavily stripped with gray, his long, flowing mustache is pretty much pure gray with tints of red in it. His gray eyes are not as hardened as they once were, often showing fatigue and weariness at the wars and problems that sweep across Tuth and the Confederacy. Around the palace and the barracks he dons his deep blue cloak, trimmed with white wolf fur and emblazoned with the white wolf of Tuth. Like so many others he also prefers to don black polished boots, dark black pants and a white shirt. This ensemble is made complete with the pair of silver bracers he wears and the large broad sword he carries at his side. When attending formal functions he dons either his suit of half plate mail, crafted especially for him to be of light weight and its easiness to wear (treat as chain mail) or his suit of chainmail. In both cases he wears the White Wolf helm of Tuth.
Priest Lila Wanderfoot:
Rank: Religious Advisor
Title: Cantor
Symbol of Office: Silver Medallion
Faith: Kreaon
Cantor Lila Wanderfoot is Igor Zaine's religious advisor and confident in matters that require a religious appeal. She was newly appointed to her post shortly before the third mage war, being the youngest ever to attain such a high position at the age of 20. Now 28 she wears her long black hair done in a single braid down the center of her back, it's length reaching three-quarters of the way down her back. When she first came into Igor Zaine's services her blue eyes revealed a sense of doubt in her abilities. It has since disappeared, leaving nothing but thoughtful and sure eyes. Her flowing white robes are accented, like all others of high office, with the royal blue cloak trimmed with white wolf's fur. Lila's rank holds her slightly below High Knight Zebe, but she is looked on as an equal by all others, including Zebe. Often times Zebe and her will combine forces to bring their point across.