Well the day came: Last Update 5 December 2004
Another day came, Update 18 May 2007
*As you look across the fields north of the Inn you see many homes of peasants, mounted and flying patrols and a hill with a castle built on top of it, at the base of the hill there is a great wall built, with a road headed toward it. You might see also one or two towers of the Dragon Defense Force (DDF).*
*As you follow the road and near the great wall you see mounted patrols circling outside the wall. The city is surrounded by a great wall 50' high and 30 ' thick, of excellent construction of mason and magic. A unit of guard is also stationed by the open gates and you see traffic of wagons, horses and people moving freely in and out rarely if ever talked to by the guards.*
*Once inside the great walls you see the road leads up toward the family castle, as you look around at the hillsides you see many buildings, some homes, others inns, taverns, you also notice stores, the sell weapons, trade goods, armor, the sound of smithies and work workshops can be heard, as you look about the city you would believe that almost anything could be found here, horses, slaves, perhaps even exotic herbs, You also notice a campsite of troops, which might house 2000 to 3000 men, picketed and in good order, perhaps though not fully filled, ((there are three other camps, not seen from where you are standing)) the city appears to prosper and it appears also to be well patrolled by a city watch. The people for the most part appear happy*
*Near each military camp is at least one House of prostitution*
*As you travel up the road to the family castle, you see the drawbridge down crossing a mud moat ((BTW which has stakes embedded at random distance of 1 to 3 feet apart)) and guards stationed there which questions each person seeking to enter, some are turned away. The walls of the castle are smooth and tapered outward making the wall nearly impossible the climb, on top of the wall you see archers and crossbow men and also other men patrolling along the wall. The Castle is of high quality construction 20' high walls, which are smooth and taper outward making the wall very hard to climb. At times a body or two might be seen laying on the surface of the moat (though this is rarer since government prostitution was made legal). There is one known entrance to the castle, and that is over the draw bridge.*
*The main streets of the city travel, due North, East, South and West from the castle and a fifth circles on the hill mid distance between the castle and the city walls. The Districts are as follows:
Wind Well, NE, this regain contains many mills.
Garden Plaza. SE, the region is where some of the wealthy live and work, the district so named because many (because they can afford it) have larger gardens then in other sections of the city about their homes and/or places of business.
Smiths Way, SW is where many of the black smith shops where built and assorted metal shops for making weapons of war.
Dragonfall. NW this district was renamed after the demise of the Red Dragon the body falling into the city there. This due to a corrupt noble Arch is currently the slums of the city, few businesses could survive in this district, pay was low prices were high. Arch is now dead. Under a new Noble, Lord Mercle the District is starting to heal, more jobs and lower prices being the first improvements.*
*The Hall of Justice is located across from Hill Inn on the main street leading from the family castle to the city gates, it is in Smiths Way district.
*It also should be noted that each district contains homes and other businesses and that near the city gate is a section set aside for foreign merchants and traders, called Merchants Market, it is not a district in itself having buildings to support them located in both Garden Plaza and Smiths Way*
*As you enter the outer courtyard of the family castle, if you look north and then clockwise you see what appears to be a tavern, then an officer's quarters then barracks for troops near the north wall, on the East wall, you see a former slave market ((as slavery within the family realm has been outlawed)), then a closed guarded portcullis, which leads to the inner court a large building with double doors seen though the bars, and south of that a store that appears to be that of a provisioner , the buildings to the south of you appear to be stables, a guild house, and a smith's shop, directly to the south of you on the west wall appears to be an Inn*
*As you enter the inner courtyard along the west wall to the north you see barracks, and to the south of where you stand a large stable, the great building towers in the center of the inner court yard, the double doors are closed*
*The Great building contains The Dungeon 1st The great hall kitchen, dining area and two rooms reserved for Kent (one a combination office and bed room and has an anti-magic field in effect, the second not yet defined however might hold items of great value) 2nd School, Training area, Library 3rd Guest quarters. 4th Children quarters and guards. 5th Lady and Lord rooms 6th Guards, Mages, Priest Roof Nests for the part of "air-force" assigned to the keep and city defenses.
*As you soar about Kentinal's castle and look down you see on top of the hill the old family castle surrounded by a mud colored moat, the castle is divided in two an inner and outer court, the inner court contains but three buildings most noticeable is a large tall one in the center, 2 other buildings sit near the West wall, in the outer court you see about eight building laying for the most part near the walls, one three story building sit south of the center of the outer court ((the guild house)) All the buildings appear to be in good condition, on the walls you see archers and crossbow men in addition to men walking along the wall, some of the archers are looking up to you, arrows, strung to long bows. as you look along the sides of the hill you see four camps, of what must be troops, at about equal distance apart perhaps large enough for 10,000 troops total, also you see many building of a bustling city, You might guess that 50,000 additional people might live and work there. At the base of the Hill you see a great wall, and a road passing under it, traffic seems to move freely there. On that wall you see archers and more foot patrols, beyond these walls are fields, and you might detect up to four mounted patrols circling the castle or moving among the Fields and peasants homes*
*The Justice system is structured as follows. The city has 4 districts of which each has a court set up for low and middle crimes (theft, assault, fraud, etc.). The district courts are named for the districts they serve; Wind Well, Garden Plaza, Smiths Way, and Dragonfall. These courts deal with civil and criminal complaints occurring within the district. The high court, deals with cross district offenses and high crimes. Excepting death cases where the Duke has the final say before death is carried out, further the Duke can act on any law broken (or so claimed) and issue sentence without trial. This is rarely done most will have at least a trial before being convicted.*
*The courts have command of the City Watch numbering 1000 people (most human). While the Watch having their own command structure, the judges can take over full command of the Watch assigned to their jurisdiction. The High Judge can take command away from any district Judge and has direct command of 20 percent of the Watch at all times*
*The Nobles can call out district watch to deal with any problems in the district. The normal chain of command is the Noble tells the Watch what to do in these instances, the district Judge can over rule the Noble but rarely take such an action (in part because often they in effect got job because of Noble). The High Judge can suspend any District Judge for any reason, either taking the duties herself or appointing a temporary Judge. The Duke must approval dismissal of any Judge and appoints any permanent replacement.*
*The headquarters of the City Watch is the first floor of the Hall of Justice. The Watch Legate commands the entire Watch most of the Time, excepting when District Noble or Judge take direct control of Watch assigned to such districts. The City Watch Legate is subject to the orders of the High Judge. This building is also where all permits are purchased and many records kept.*
*The law for the 4 military camps, all of which established on crossroads , thus in two districts, are subject to military law for crimes occurring on bases and normally exempt from district court actions, the high court though can hear matters of civil, criminal or military concerns, and things such as treason or other crimes that carry death.*
*The Duke approves the selection of Judges sometimes based on advice of the High Judge. Often though the Noble having oversight of a district nominates the District Judge for the district they oversee. The Nobles themselves rule a district at the pleasure of the Duke for the most part earned though their skills and/or holdings*
*In the event of need and the Duke nor the Commander of the army are not available, The High Judge can take over command of the army which numbers around 10,000*
*Other buildings in the city that some have come to know are.:
Silver Shield, a tavern and small Inn, located in Smiths Way on the main street running from city gates to the family castle, halfway between the city gates and the Army camp on that street.
Devil's Spoon, located in Dragonfall, a small inn and tavern.
Dragonfall Inn, a larger Inn and Tavern located in Dragonfall.
Hill Inn, the finest Inn of the city located in Garden Plaza is near the family castle most visiting nobles if not a guest of the Duke stay here. Invited guests of the Duke are given quarters inside the castle as long as space permits.*
*Laws of Note:
Weapon Permits, Swords and other weapons of that size and larger, excepting non magical staves can only be carried in the city by City Watch. Military when alarm is sounded, Nobles (allied and local) and by permit purchased by anyone. A permit requires the payment of 200 gold bond per weapon (which will be assessed to pay for wrongful death fees paid to heirs) and payment of an annual fee of 20 gold per sword/large weapon (There is a lesser 100 gold bond required for short exotic weapons as well).. In the event any Noble, merchant, or person holding permit has too many wrongful deaths payments, permits will not be issued to them, in rare cases a Noble will not be allowed to carry a large weapon. Missile fire weapons are only allowed to the Watch and The Army while in the City. Wrongful death might require payments over 200 gold and always is required that the bond be maintained, replacing any funds paid out for wrongful death, within one week of the assessment being set by the courts.*
Slavery is outlawed, any slaver captured is subject to seizure of his goods (i.e. slaves, which are set free) and can be sentenced for a period of 1 to 5 years in prison per slave held, terms to be served consecutively of hard labor.
Prostitution is legal an annual fee of 1000 gold and 20 % of trade is the total fees per year. Those running such houses are required to see to the health of those that work there, failure to pay fees or see to the well being of workers (as well as for some other crimes and debts) the penalty is government prostitution until costs and damages are paid for.
Begging is legal by permit, monthly fee 5 gold.
Weddings and divorce. Any one person (excepting if at least one is of Noble rank) can by paying 10 gold and affixing two names to application is granted the marriage or divorce. If the marriage and divorce involves at least one Noble, both parties need to give consent for the change of status.
Treason, death penalty on conviction. Examples of treason include acts against the realm by weapon, bribes and spying. Making false statement about the Duke or Duchess are also treason. (It should be noted that sometimes true statements against these rulers are also considered treason.).
Unless a specific law carries a proscribed sentence the District Judge can impose any of the following.
Assessment of fees/fines (to a maximum of 1,000 gold), damages (to a maximum of 5,000 gold) and all costs.
(Inability to pay these will result in government service a job assigned to them based on skills and talents,
e.g. army, craft work etc., pay to be the same as any other person doing the same thing is paid).
Sentence to prison for up to 10 years.
Sentence to work while in prison using their skill, pay a minimum of 5 gold per week, but can be higher.
Sentence to hard labor, pay fixed at 4 gold per week.
Sentence to government prostitution. Require to accept 4 clients per day however not more then 4, can not
refuse a client unless four have already been accepted, pay fixed at 5 gold per client, must pay for license
and fees associated with being a legal prostitute. In the event they need training must also pay for the costs
of being trained. In the event a client causes a convict such damage that the convict needs medical
treatment the client will be assessed these fees not the convict.
The High Judge can in addition to any of the above impose:
Assessments of fees/fines and damages with no maximum limit.
Sentence for periods greater then 10 years with no maximum limit.
Sentence to death.
Note: While in government service by sentence the convict is expected and required to pay for all costs while under sentence, including food, clothes, heath care and so forth unless government service provides such benefit(s).
Realm mundane defenses.
Dragon Defense Force (DDF). This force consists of a series of 10 towers built on the borders of the family realm. These towers each house 2 jets, 15 planes, 3 horse mounted patrol units and all normal troops to support these units.
Realm magical defense against invaders, high magic effects in 4 zones and degrees of power.
Ripple 1: Starts 15 miles from center of realm. Any low level magic (1-3 lv) cast by intruders is nulled. Weaker undead (1-3 Hit dice) creatures suffer a -5 to attack rolls, were as the higher Hit Diced undead creatures only suffer a -3. All intruder savings throws are made at a 2.
Ripple 2: Starts 10 miles from center of realm. Low level (1-3) magic cast by intruders is nulled. Mid level magic (4-6) cast by intruders only do 1/2 of specified dice damage. Weaker undead (1-3 hit dice) creatures are destroyed instantly. Higher Hit Diced undead creatures suffer a -3 to attack rolls. All intruder savings throws are made at a 4.
Ripple 3: Starts 5 miles from center of realm. Mid level magic (4-6) cast by intruders is cut to 1/3 damage while high level magic (7 ) is cut to 1/2. Higher hit diced undead creatures suffer a -6 to attack rolls. All intruder savings throws are made at a 6.
Ripple 4: Starts one mile from center, larger then the city itself. Low and Mid level magic cast by intruders is nulled. High level magic is cut to 1/3 damage. Higher Hit diced creatures suffer a -9 to attack rolls. All intruder savings throws are made at a 8. Magic/Spell Resistance is taken to half of full value.
Undead include vampires and liches.
Intruders include invaders and all others of ill will toward the realm or its lawful citizens.
Census of the family holding.. Numbers / % of each in: City Army Fields Fighters 9,000 / 18.0% 9,400 / 94.0% 1,000 / 1.0% Mages 350 / 0.7% 250 / 2.5% 50 / 0.5% Non Class people * 37,400 / 74.8% 0 / 0.0% 9,650 / 96.5% Priests 500 / 1.0% 150 / 1.5% 100 / 1.0% Thieves 2,750 / 5.5% 200 / 2.0% 100 / 1.0% * Merchants, smiths (other craft people), peasant families, etc.
The lands held or influenced by Kentinal at this time include:
The family holding of farmland and where family castle rests.
At the request of Reality Shifter, to help bring law to his lands, Kentinal was giving a holding of a large farming fief.
Lake Valley, founded south of Drmfall Hold (of which the Duke managed to achieve economic control of and even
some political control) which is a mining community and the main "air force" base of the realm. Now ruled by Baron
Willard Kentinal.
Barony of Evermoor, a minor holding indebted to the Kentinal's for protection of past gone years.
Cartosia a realm that the Lord has sent "winter aid" to, Now all five holdings of that realm now look to Kentinal.
Duchery Kentinal, due to the death of his cousin Ben, Kentinal acts as regent for the son of the former Duke and
Kristania Kentinal (The Duke's wife and one that arranged the conception of child and the death of Ben).
Kingdom of Emmil.
*Typical Day for the Duke.
Wake and check on wives mood, current standing, no action.
Visit Sighter, wear her out.
Read reports.
Go to Hall of Justice, have private meeting with High Judge, then discuss any legal concerns.
Return to family castle, receive any visitors, entertain privately any ladies so inclined.
Visit dungeons, invite Farra if any torturing is to occur, hoping to recreate a special get together.
Return to Great Hall, do some work try to locate and entertain any others so interested.
When eve comes check on wives mood, rejected.
Go to bed with at least one bed warmer.*
The last few years the realm has been at peace.