and Continued:
30 Days of Dungeons and Dragons.
That’s right, 30 separate entries all about dungeons and dragons and bringing you new 4th edition content. So without further ado, here is Day 2.
The City of Jarlsguard
Population:
Approximately 12,000, about 80% Human, 20% Dwarf
Government:
Warden with Council of Lords
Lord Mayor with Town Council
The Cabal
Description:
Jarlsguard is the remains of the giant city of the same name. The city was captures and sacked by the Dwarvish King Bandhammer and his adventuring party, as well as his retainers which would eventually become the Lords Guard.The City is giant sized however and the current population is tiny compared to the force of Giants that was stationed there. The City was divided into four quarters based on the walls and the direction they faced.
Today, the walls and keep are Manned by the Lords Guard, although only one of four quarters is used. The Western Quarter homes 12,000 people, mostly humans with a minority of dwarfs. The surrounding mountains is home to some of the best granite in the world, and the City makes a tidy sum off its quarry and sale, not to mention the amounts set to work in King Bandhammer’s construction.
The Cities position of the western side of the mountain places a fair if small tract of arable land below it. One quarter of the population works in the fields and granaries of Jarlsguard’s Western Farmstead. During the Cold and Bitter winters the entire population lives in the keep off the provisions provided by the Lord Mayor and Lord Warden.
The Abandoned Districts of Jarlsguard are sparsely inhabited as the internal gates are sealed against them. Anything that lives in them is quarantined by the Lords Guard from the rest of the city. The cabal, a collection of thieves and smugglers is still looting the quarters of anything of value, including stone, slowly but surely. All activity is illegal in these quarters however, and no help will be sent … officially.
The Defenses:
The Granite Walls of Jarlsguard, including an Aquaduct.
The Lords Guard, A Dwarvish Brigade
The Town Watch, A Mostly Human Militia
Commerce:
The Granite Quarries to the north
Fort Giantfall to the south
Western Farmsteads
Organizations and People:
Warden Roughhewn:
The Dwarvish Commander in Chief and Warden of the town in the name of King Bandhammer, leads the council of nobels, 6 dwarvish and 6 human who control the keep, quarries and farmsteads in and around Jarlsguard
The Commander of Chief of Jarlsguard and commands the Lords Guard, a 1000 member Dwarvish Infantry and Engineering Brigade. The Lords Guard provides most of the policing, guard duty, and stonework in Jarlsguard.
Lord Mayor Guinty:
A Human Inn and Tavern Owner and former smuggler, who being pardoned for his work in Jarlsguard is now the pillar of the community, and the town council, a collection of mostly human tradespeople and shop owners.
Guinty also serves with the cabal, a collection of thieves, ne’er do wells, and practitioners of dark magic and religion who are based in Fort Giantfall to the south. These people make money by trading with the remainders of the goblinish and giant tribes in the area.
Father Helios and Mother Mercy:
The Temples of Pelor and Avandra are lead by an unlikely husband and wife pair, Father Hylios of Pelor and Mother Mercy of Avandra. Although their temples officially do not get involved in the politics and business of the town, Father Helios and Mother Mercy themselves are quite involved, being present in both the Towns Council and the Council of Lords, advocating on behalf of the poor and working class.
Friar Clangdin:
The Dwarvish Padre and leader of the shine of Moradin keep inside the keep of Jarlsguard. Friar Clangdin doesn’t much leave the keep, but is deeply involved in both the cabal and the human temples, and in general with keeping the peace between the two races while making a tidy profit for himself.
The Cabal
A collection of thieves, ne’er do wells, and practitioners of dark magic and religion who are based in Fort Giantfall to the south, although they may be found anywhere. The Cabal identify themselves through signet rings and jewelry. The Vast majority of the Cabal are hardworking and honest folk who are willing to trade or otherwise help their brothers in arms. Many members make money by trading and smuggling with the remainders of the goblinish and giant tribes in the area, as well as exploring the abandoned districts of Jarlsguard.
The Lords Guard
A brigade of Dwarvish Infantry, lead martially by the Lord Warden Roughhewn, and spiritually by the Friar Clangdin. Their 1000 strong membership all carry fine dwarvish crafted weapons and armour and guard the keep where they make their headquarters, as well as the walls of Jarlsguard. In addition they provide the policing and inspection of goods that any settlement needs. They rarely go to the Fort or the Farmsteads however, being quite content to stay behind their walls. In addition to soldiery , the members of the lords guard are all consummate stone smiths and are responsible to keep the walls and keep in good repair.
The Lords Watch:
A Human militia, designed to protect the lives and property of the citizens of Jarlsguard. Answering to the town council, the Lords Watch patrols extensively outside the city, to the farmsteads and the fort. The Lords watch is generally only armed with clubs and ropes and are more use to stopping pick pockets and settling bar fights, than actual soldiery.
The Temples of Pelor and Avandra
The Human Temples in the region answer to the combined theocracy of Pelor and Avandra. The Temples combined during the capture of Jarlsguard due to a lack of manpower and resources, and have stayed intertwined since. Lead by the former adventuring clerics, and husband and wife, Father Hylios and Mother Mercy they take no official stance in the ongoings of town except to tend to the poor and working class.