For the sake of the legal mumbo-jumbo and to protect my ideas , the following game setting and descriptions are copyright 1985-2001 by Aaron
D. Smalley, any reprinting or use (including the concept of the five
Channel Cities, etc.) by anyone for anything other than use within games
operated (Game Mastered) by myself or for NON-COMMERCIAL private use is expressly prohibited. Numerous references are made to Rolemaster and Fudge
within the framework of this material and other related materials that
may appear by said author on this web site, however these references are not meant in any way as an infringement upon the copyrights of those said works. Rolemaster and other pertinent references are
copyrighted to and owned by Iron Crown Enterprises, Inc. and Fudge references are copyrighted to Steffan O'Sullivan or other contributors as noted.
The Channel Region is the area around
a channel that connects the North Sea and the Great Sea (I know, REAL ORIGINAL?).
The channel also separates two large continents at their closest point.
There are several islands within this channel, as well as two rivers that
empty into it. This is also the location of five cities: Argentum, Gorled,
South Shore, Martelain, and Dorgard. With all of the cities being separated
by water there is only one permanent bridge (between Argentum and one of
its small islands), and one semi-permanent bridge (between Gorled and
Dorgard, the bridge is built out of wood and is burned every couple of
years or so when trouble flares up between the two cities). There are several
ferries that cross the channel at different points and two that cross the
Clearwater river between South Shore and Martelain. The population of the
cities and the area immediately surrounding them is about 550,000 people,
within approximately 13 square miles of land in an area of about 23 square
miles (the remainder of the area is water). There are approximately 15,000
to 25,000 visitors to the channel cities on an average day (non-residents),
either there on business or for a wide variety of other reasons. The cities
are very crowded in the way that they are set up and the buildings are
set one against another, with very narrow and sometimes winding streets
(many a wagon or carriage has been stuck due to a wrong turn) many with
dead ends.
Argentum-This city-state sets on the largest of the
islands in the channel. It is approximately 1.5 square miles in size. It
also includes two other small islands within the channel.
Argentum has a plutocratic government
run by an Outer Council, Inner Council, and a Mayor. The Outer Council
is made up of any merchants and artisans who own land or buildings on the
island and who pay an annual membership fee. Any member of the Outer Council
may run for the office of Inner Council by paying an application fee. Inner
Council members hold office for a maximum of five terms in a row and a
maximum of thirty terms total. These terms are one year long, and the fifteen
members must be elected by the Outer Council each year. The Mayor is elected
by the outer council and is required to have served on the Inner council
for a minimum of five terms. Those who wish to run for Mayor must pay an
application fee.
The above process and an annual head
tax of 1cc for non-land owning and 1sc for land owning resident raises
considerable funds for public works and city guards.
Argentum is dominated by three types
of buildings: The warehouses and other large buildings line the shore of
the island nearly all the way around the island. The manors and estate
of the wealthy merchants are sprawled out on the top of the large hill
that dominates the center of the island. The remainder of the island is
covered with crowded and mostly run down buildings of two, three, or four
stories with shops on the first floor and tenements above. Most of the
buildings are constructed of cut stone with tiles roofs (70%), the remainder
are of field stone and mortar or wood with a variety of roofing materials.
Most buildings in the area have sloped roofs to shed the rain and snow.
Population: 47,000
(Aquilai:20% Gambed:30% Balmast:30%
Anistali:5% Others:15%)
Gorled-This city is the capital of a large feudal
kingdom. It sets on the Western shore of the channel, north of the Loudewater
River, and is approximately 3.1 square miles. The city walls are made of
field stone and mortar, they are 12 wide and 20 high, with 20 x 20
x 30 high towers also of field stone. There are four gates in the walls:
River Gate (near the river), West Gate (north of the river gate, in the
same west wall), Old Gate (this is in a portion of the wall that separates
the old city from the new city, formerly the "north gate"), New Gate (north
along the same wall as the old West Gate and the River Gate).
The Kings castle is actually quite
a ways away, inland to the north west, but the majority of the political
dealings of the kingdom take place within the walls of the Great Hall which
sits within the city. A large group of "Noble Houses" (Dukes, Earls, Barons,
etc.) form a body that has partial say in decisions of the King. Each of
these Noble families also rules large tracts of land within the kingdom.
The city itself and the lands within about 25 miles of it are ruled directly
by the King and/or Alderman appointed by the King. The Noble Houses elect
officials to various public offices with the kings approval. Some of these
more important offices include: Finance Minister, Minister of the Army
and Navy, Minister of Common Laws, Foreign Affairs Minister, Minister of
Public Works, etc. This is also the location of the Grand House of the
All Father (see religions below)
To raise funds a head tax is paid
by all residents of the kingdom as follows: Slaves 1cp, Peasants 1cc, Freemen
1sp, Citizens (non-noble land holders) 1sc, Nobles 1gp. this is collected
annually, as well as gate taxes (1cc for non-residents or 1cp for residents),
tolls for use of some roads and bridges (variable costs), docking toll
(1cp per pace of the length of the ship), and import tariffs (5% of the
value of common items; 10% for luxury items; 15% for alcohol, gems, jewelry,
and foreign coinage; 20% for weapons).
The present ruler of Gorled is King
Asland of the family Volgetz, who is a weak minded and sickly man (as the
rumors go). His wife is the daughter of a powerful Aquilai lord who has
been unable to bear any children (numerous rumors abound as to why this
is). As it has always been in Gorled, the king keeps several concubines,
of which Asland has nine, all of whom have born him at least one son and
all of whom aspire to having their sons sit upon the thrown in the coming
years. Corruption abounds within the Great Hall and the Royal Palace of
Gorled, built upon the greed and ruthlessness of the powerful within the
kingdom.
Population: 199,700 (Old City: 101,500;
New City: 62,500; Gate Towns: 35,700)
South Shore- This city is
the closest to being a true democracy (even though it is still far from
it). It is positioned on the south shore (obviously) of the Clearwater
River on the eastern continent that forms the channel. It is approximately
2.1 square miles within the city walls and 1.4 square miles outside of
the city walls. The walls of the city are 25 thick and 30 high, and are
made of cut stone blocks. There are also 50 x 50 x 40 height towers
of similar construction about every 1,000 and gates with double towers
every 2,000 around the city walls (six gates in all).
The government is run by the City
Council elected by the citizens. The council is made up of 25 members,
each from a different part of the city-state. Many of the skilled artisans
and semi-wealthy merchants live and work in this city because the taxes
are fair and they have more say in government policies and decisions. There
is also the Guild Council which is a quasi-political body that has considerable
sway over the City Council. The City and Guild Councils jointly elect the
State Lord every three years. Anyone that has served on the City Council
may be elected as State Lord. The Guild Council is made up of the Guild
Masters of each of the various guilds within the city state (these guilds
control often times reaches into the same industries within the other cities
of the channel region, and thus has considerable power). Even though this
is the only one of the five cities where slavery is illegal, slaves from
the other four cities are not sheltered or protected when they flea here,
thus many of the bounty hunters in the region make frequent visits to the
taverns of South Shore.
Population: 182,000 (City proper:
131,000; Gate Towns: 51,000)
(Balmast:65% Gambed:20% Aquilai:5%
Others:10%)
Martelain-This city is on the north shore of the Clearwater
River on the eastern side of the channel. It had been very powerful economically
until the Northern Empire came across the mountains and seized control,
the wealth from their mines in the mountains now crosses over the mountains
thus nearly destroying the local economy. Martelain is approximately 2.2
square miles within the city walls and covers about 0.6 square miles out
side of the city walls (although most of this is now vacant due to the
recent drops in population). The walls of the city are of cut stone blocks
and are 16 thick x 20 high, and have towers at odd intervals around the
city that are 40 x 40 x 30 high. there are three gates, the Imperial
Gate (used to be the Royal Gate), the South Gate (near the river), and
the North Gate (in the north wall near the coastline).
The old Royal Palace of Martelain
(the largest structure in the channel region) sets just inside
of the Imperial Gate. There is a large garrison of Northern Empire troops
stationed here to deal with the frequent riots that occur within the city
(these riots have been becoming fewer and far between the past ten years
or so, but they still occur occasionally). There are numerous entire city
blocks that have been gutted by fires from the riots. A huge prison has
been built recently in on of the fire ravaged portions of the city to house
all of those who dare to rebel against the Empire ("May the force be with
them!"). There are also numerous empty buildings both within and outside
the city walls due to the drastic drop in population over the past 40 years
or so (presently about 60% of what it used to be).
The Martelain kingdom used to include
a long narrow strip of coastline along the North Sea that included a large
portion of the Iron Mountains which have considerable mineral wealth. The
Martelain kingdom no longer exists though, the Northern Empire wanted control
of the wealthy mines of Martelain, and so plotted to take over the kingdom.
About forty-five years ago the Tilsorns (Imperial Family of the Northern
Empire) sent agents to the Royal court of Martelain to secretly stir up
unrest, greed, and deceit. This resulted in power struggles and assassinations
that undermined the power of the Royal Family. Five years later, after
the kingdom was in turmoil and the army had begun to fall apart, the Tilsorns
launched an assault on the kingdom and over-ran it in three weeks. Most
of the mineral wealth began to flow through two small port cities of the
empire on the other side of the mountains while Martelain began to loose
its wealth and prestige. A puppet government was installed but only lasted
twenty years, before the Tilsorns decided to rule it directly. The first three governors did not hold their positions long. A young
and not-so-well liked member of the family was placed in charge of the
city and surrounding lands (but not the mines further inland)about eight years ago. In the past
eight years this new governor has let the city deteriorate at a slower
pace than the previous puppet government did, but it did go down hill further
under his rule. The Tilsorns are a large family and are always feuding
amongst themselves. Many of the more powerful family members are assassinated,
rumor has it that that is why young governor Damon Tilsorn avoids most
of the intrigue and power struggles by quietly ruling the decrepit and
outcast city of Martelain, where he can still live well.
Taxes are rather burdensome for merchants;
20% import tax for most goods, 30% for many luxury items, and 40% for weapons
and foreign coinage. There is also a 1cc annual head tax per citizen, and
a 1cp head tax for all non-citizens each time they enter the city.
Population: 74,000 (City proper:
71,000; Gate Towns: 3,000)
(Balmast:70% Northerners:15% Gambed:10%
Others:5%)
Dorgard-This city is on the southern shore of the Loudewater
river on the west side of the channel. It is kind of the center for a group
of fifteen petty kingdoms that ban together to try to hold the Gorled kingdom
at bay (there used to be 17, but Gorled over ran the two northern most
petty kingdoms many generations ago). Dorgard is by far the smallest of the cities,
at about 1 square mile (completely contained within the city walls). The
walls around Dorgard consists of 50 x 50 x 30 high field stone towers
with a 12 high earthen rampart and 15 high log palisades atop, with a
10 deep trench (when the tide is high, a shallow muddy moat; when the
tide is low, a trench full of thick mud), with spikes set permanently within
the bottom of the trench.
These 15 rulers elect one of themselves
or (more often) a trusted agent to serve as Margrave of the city and its
surrounding lands (the Dorgard Commons). Each of the 15 petty kingdoms
also provides 100 men (or cavalry, counted as 3 men per one man and horse),
which together serve as the front line army of the city. The Margrave has
full dictatorial powers within the Dorgard Commons, and may only be overruled
by a majority of the petty rulers. All of the 15 rulers and the Margrave,
meet once each year to review the laws and policies of the city and the
alliances of the Petty Kingdoms (uneasy and distrustful as it may be).
Within the city and its "subject"
lands taxes amount to 10% of income or production in money or products,
as well as a 5% import tax on common goods and a 10% import tax on weapons,
gems, jewelry, foreign coinage, and slaves. There is also a 1Cp gate tax
per non-resident entering the city. Spell casters who are proclaimed Full
Members of the "High Tower" are exempt from income and production taxes
(but becoming a member can be costly), but in return for this and the location
of their Guild Hall and Library being located here, they give council to
the rulers and aid to the city and lands in times of need. The High Tower
is the tallest building within the world, it is an octagonal shape with
each of the eight sides being about 200 across, and the entire structure
is about 1,000 feet tall. The surrounding walls are 25 thick, 50 high,
and about 400 long on each of the 8 sides. Each corner of the wall is
made up of a round tower that is 100 in diameter and 100 tall. The most
amazing thing about the entire structure is that there is no apparent gate
(unless you are expected, so the rumor goes). The entire walled complex
is surrounded out to about 200 to 300 by thick trees and underbrush that
appears to be only a thick tangled mass, although there are a few trails
leading into it. Most of the people of the channel region avoid going within
this strange "park" like they would avoid the plague.
Population: 22,000 (Gambed:70% Masgand:10%
Anistali:10% Others:10%)
The Isle of Stars-This island (and the several other small islands
around it (make up what can best be described as a very exclusive school
and collection of knowledge)). I am not going to go into any great depth
here due to the secretive nature of this place. This started out as a school
for the children of the powerful, the present day cities grew around the
islands into their present forms, while the Isles of the Stars have changed
very little. About a millennia (1,276 years ago to be exact) ago, the school
changed the way they operated, from taking in anyone willing to pay the
fees to tracking down only those worthy of the arts (this school is akin
to the Shaow Lin Temples of northern China in that they stress a combination
of well developed minds, bodies, and spirits). Martial arts are exceedingly
rare in this world, they are taught at the Isle of Stars (and by a few
who have turned away from the ways of the Stars after having trained there,
and by a few small groups that still pass down some of the traditional
fighting techniques usually altered in some form). Those who complete the
training will either spend their lives training the new students brought
in every year (only 33 are brought in per year), or will scour the world
gathering knowledge and history as well as seeking out those few individual
children who are capable of going through the training. Thus the Island
of the Stars has got the most complete and broad knowledge base on the
planed, written in an unbiased format, dating back nearly 2500 years (similar
to the Lore Masters of the Shadow World setting in some respects). Also
be warned that anyone interested in being a Monk or Warrior Monk, that
I will be using a modified MA system (see some of the recent posts on the
list concerning such info), and that the members of the Isle of the Stars
take very seriously the sacred knowledge that they posses, and will do
anything to protect it.
Population: 800 (???)