Claumar Castle



The kingdom of Claulan has been my home for many years. When I first came here I was but a young elf, barely out of my formative years. I have wandered the soaring valleys and the little hamlets of Clauren for nearly twelve decades and I have seen the changes in its people, the proud Karlungs who are in truth a strain of Eylic men. In these pages I hope to detail the walled towns, valley-cities, and mountaintop castles that fill the kingdom – and the relationship of these people with the Eyls of Weyland, a kingdom formed from the same roots as this one.

-Aninor the Recorder

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History of Claulan

The history of Claulan begins with a kingdom known as Middlemark which existed in the regions that are now Weyland and Claulan in the early Tenth Age as well as a good portion of modern-day Anarea. However, in 253 the warrior and war-chief Tarvan vel Tarved and his kin destroyed Middlemark from within, seeking ever greater holdings for their family.

Thus began the rule of the Tarvia, which encompassed modern day Claulan, Weyland, and Thegnas as well as the unclaimed lands all the way up to the Arinnfal. Vel Tarvan’s successors became known as the Tarveds for the founder of their family fortunes. The Claw Range was ever the Tarved heartland, however, the other regions being relegated to outlying status.

The Tarveds were finally undone in X394-402 when Maren vel Tarved commissioned an expensive crown of firegold and rubies from the dwarves in the Arinnfal and refused to pay them. Thus erupted the War of Maren’s Crown as it is known. While the war had many reversals (including the burning of Feindal when Tarved knights rode past the Steinnvel) in the end the dwarves triumphed and destroyed the Tarved house beyond recognition, salting the Tarved manor-lands and pulling down the towers that had been erected throughout the region as waystations for the powerful Tarved kings.

(Weyland since the Tarveds, Manuscript)

The strongest family left were the vel Claurens who took the hour of the vel Tarveds’ defeat as an opportunity to aggrandize themselves over their neighbors. However, over time, the vel Claurens became the legitimated feudal overlords of the region, having spent almost three generations pacifying it. In 455, Mastricht vel Clauren destroyed the last ogre tribes of the Brandgelts in a massive battle just outside of the Altwood vale. Later that year he was crowned king by popular acclaim of the barons.

For the last forty odd years, Claulan has been a united land under the son of Mastricht vel Clauren, Seiber. While there are ominous rumblings of threats from the Weyls, I cannot foresee any reason that Claulan (and the vel Claurens) would not continue on into the next Age little changed.

For more on the Tarveds, see A History of Tarvia.

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The Karlungs

The Karlungs are an Eylic people that inhabit the Brandgelt region. They take their name from the ancient hero Karolus the Ogre-slayer who began the battle to drive the Ogres from the mountains in order to mine the previous fire-gold that lies beneath them. The Karlungs are a strong and hardy people, used to the high altitudes and the rough terrain. They run stocky and bulky, much like the dwarves alongside whom they often work.

Like any mannish race, Karlungs also love a good song or a story. They romanticize the hard and brutal life of the mountains with song and poetry. For this reason, skalds, poets, singers, jongleurs, and bards are in good supply in the mountainlands. This is in direct contrast to the way Karlungs tend to fight, that is they do not ride like the knights of Miles. They fight hand to hand, and often with greatswords instead of the western sword and shield.

Of course, Karlungs can run to surly when dealing with outsiders.

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Life in Claulan

Life in the mountainous regions of Claulan is hard and difficult. There is precious good farmland, which means most central Claulanders are trappers, hunters, and mountaineers. The farms of Claulan border on the northern swamps and the eastern Anarean Highlands, making the farmers there rugged and untrusting of outsiders.

Claulan is dominated by her noble families and their incessant political infighting. One wonders if they stopped bickering if they could clear out the ever-present orcs, goblins, kobolds, and bandits that lurk in the mountains. No road in Claulan is safe, and even less so the precarious mountain passes that cross through the Brandgelts and the Lesser Crescent.

Most Claulan nobles worship Haeron, though the Metropolitan of Claulan is almost independent of the Milean Temple. Indeed, the doctrine of the Temple of the Smith is slightly different from that of the Hierean Temple of Miles, and the Metropolitan at Alval has the final say in all doctrinal matters within Claulan.

There is a large dwarven population in the Brandgelts, as it is the only mountain range known in Arunë to be blessed (or cursed) with firegold ore, which dwarves covet. I have heard it on good authority that Claulan only exists because poor nobles of the lowlands discovered they could settle the mountain valleys and mine this extremely valuable material.

Despite the greed, political turmoil, banditry, and land-poverty of Claulan, it is still a beautiful place. The landscape is harsh yet magnificent, and the central regions are far higher altitude, giving the air a sweet clear taste in the mouth. The discovery of a hidden valley of Bandit’s Breath or a dell with a rushing river is always awe inspiring.

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The Noble Families of Claulan

Nobles in Claulen come from a tightly knit group of twelve major families (and countless minor ones comprised of minor squires and knight holdings). They are closely related (by blood) to the nobility of Weyland, though the Weylic have since changed their stylings to remove the “vel” locative portion of their names in order to differentiate themselves from the Claulan nobility.

Nobles in Claulan serve a distinct and needed martial purpose. Unlike the Third Empire, the threats to Claulan are not mostly withered or from without. The Brandgelt mountains are untamed in many places, and constant conflicts with mountain hobgoblins, bugbears, and orcs as well as an omnipresent threat of banditry require the knights of Claulan to serve their king in combat quite often. As this is frequently in the mountain passes, knights in Claulan learn to fight both afoot and ahorse; Karlung knights often have their squires carry two-handed greatswords for use after dismounting in order to strengthen a line of peasant foot soldiers.

House Altwood

Region: The Barony of Altwood Title: Baron Current Lord: Baron Daurman vel Altwood Heraldry: Three trees chief verde, on a field sable

The vel Altwoods are the most trusted servants of the vel Clauren. They have often been called upon to serve in a mayoral capacity, governing the city of Alval which is the Clauren capital. They have several minor cadet branches of the house that serve as landed knights in and around the town of Altwood. Their knights patrol the Altwood valley and their retainers administer the markets and road-tolls of Alval and Altwood. The vel Altwoods are known for their uprightness and honor, having been sworn swords of the vel Clauren even in time of the Tarved kings. Theirs is an old name, and one of the most honorable in the kingdom.

They are also a wealthy house. This wealth comes partly from the tolls (of which they are allowed to keep a fraction) and the gold mines in the mountains north of Alval (of which they are given a hefty fraction of the intake). As such they have considerable financial resources, second only to the ruling house itself.

House Arnaut

Region: The Barony of Arnaut Title: Baron Current Lord: Baron Wymar vel Arnaut Heraldry: Field bendy sinister or and verde

The vel Arnauts have inherited the ancient capital of Tarved and administer it from a fortress in the mountains. The old city of Tarved has declined greatly in importance and population since its heyday, leaving it highly underpopulated. The Arnauts do not derive their power from Tarved, however, but from the fields of Lyfield and the firegold mines that surround Castle Arnaut. The vel Arnauts do a hefty trade in firegold, both to their own goldsmiths and with the dwarves who buy it in bulk to cart it away to the Arinnfal to be made into dwarf-craft.

House Arnden

Region: The Barony of Arndal Title: Baron Current Lord: Baronnes Else vel Arndal Heraldry: field sable

The vel Arndals rule the easternmost barony of Claulan which sits on the edge of Anarea. The vel Arndals are one of the most militant families within the kingdom. They stand between Anarea and Claulan and thus expect to be the first casualties in any wars with the east. The seat of the barony is Arndal, though the vel Arndals hold their knights at Anar’s Watch, a fortified stronghold. Unlike most knights in Claulan, the Arndal knights actually do fight on horseback.

House Blackstone

Region: The Barony of Blackstone Title: Baron Current Lord: Baron Decimer Blackstone Heraldry: Four sable stones chief on a field d’or

The Blackstones are responsible for the northern marchlands and the poor expanse of land between the Brandgelt range and Weyland. Blackstone Castle is little more than a wooden hillfort where hunters and trappers of the hill-lands congregate. Classically one of the least powerful of the houses of Claulan, the Blackstones are quite unimportant in politics and their coffers have never been very deep.

There are few knights sworn to Decimer Blackstone, but it is said that he has so many archers and woodsmen in his service that he could raise a militia thrice the size of the Altwood host if the need pressed him and his people.

House Clauren

Region: Claumer Title: King of Claulan, Count of Altwood and Claumer Current Lord: King Seiber vel Clauren Heraldry: A clawed talon sanguine on a field sable

The ruling family of Claulan, the vel Claurens united the Brandgelt region after the destruction of Tarvia by the dwarves (in the so-called War of Maren’s Crown). They are a fiercely warlike family not taken to allowing slights to go unpunished; however, they have also not been known to cruelly reduce a man’s lands or life for simple offenses. The vel Claurens dwell solely at Claumer Castle: though they claim the rest of the Altwood valley, this is actually under the administration of the Altwoods themselves.

The vel Clauren’s also maintain a massive number of household knights, fed off of the income of other provinces and baronies, mostly in grain-taxes. It is rumored that the vel Clauren’s are actually quite poor in actual gold, though they are rich in men and resources.

House Edelway

Region: County of Roadway Title: Count Current Lord: Count Narn Edelway Heraldry: A field d’or impaled with a line sable

The Edelways rule from Roadway Castle, the longs stretch of lonely hill lands that surrounds the Weyland road being their domain. They subsist on toll collection, though Roadway town also produces a large amount of the grains that eventually make their way north to Altwood and Alval. The counts of Roadway are powerful in the reckoning of the land, for they control the routes to the capital, Weyland, and the fertile Lesser Crescent valley.

House Fairstone

Region: County of Fairvale Title: Count Current Lord: Edmer vel Fairstone Heraldry: A field chevrony, d’or and verde

The most powerful county in Claulan, Fairvale is also the most wealthy region of all. Great veins of firegold run through the Brandgelts there and the valley is provided with rivers that make it fertile enough to support itself. The Fairstones are considered to be some of the most civilized and peaceful of the nobility in Claulan; elven visitors and harpists from Vuorin are not uncommon at Fairstone Manor.

Singers and songwriters are also patronized there, and the Fairstones are often said to be more pleasant than the Clauren; they often serve as diplomats and ambassadors to far lands and host those that come to visit Claulan – for this reason they maintain a large walled compound in Alval.

House Gotten

Region: Barony of Gotten Title: Castellan Current Lord: Sammer vel Gotten Heraldry: A vine purpure on a field d’or

The Castellan’s of Gotter’s Keep are far more important than their titles would indicate. Though they only hold a single township under their rule, they also hold the only lands capable of supporting grapes within Claulan. To this effect, the warm vales of Gotten are the sole vinyards within many miles. The Gotten castellans are not know for martial prowess, but rather for devotion to the brewing process. Heimir is their chief god, and there is a large temple dedicated to him at Gotter’s Keep.

House Heywood

Region: County of Woodland Title: Count Current Lord: Heinrek vel Heywood Heraldry: Two sheafs of grain on a field verde

Woodland provides fuel and food to the mining valley of Fairstone, as well as controlling the tolls on most of the roads. The Heywoods are a wealthy family, but they do not spend their wealth. Rather, they live in Highwood, an ancient castle from the Tarvedian times.

House Hilmere

Region: Barony of Hilmede Title: Baron Current Lord: Mastrech vel Hilmere Heraldry: A castle sable on a field d’argent with a chevron gules at fess point

The vel Hilmeres keep watch over Verstadt, Deepmine, and Southfork. These are wealthy towns; Deepmine is a Green Dwarven stronghold surrounded by shafts and mines that have produced some of the wealthiest veins of firegold in the whole range. The vel Hilmeres are thus wealthier than their minor station would indicate, and more powerful as well. Hilmede keep has been the target of many raids and disputes over the last eighty years, and the vel Hilmeres have managed to repel all claimants to their wealth.

House Rotlan

Region: Rotlan Title: Baron Current Lord: Flainn vel Tollan Heraldry: A bleeding ogre’s head on a field sable

The Barony of Rotlan is a poor holding. It is said that wizards once used the edge of the swamp as an abode, but if that is true it hasn’t been in nearly a hundred years. The Rotlans themselves are not extremely poor, having turned their lands around as much as they can and made a good deal of money through adventuring. The current baron, Walther, is a quiet and withdrawn man known to spend more time in Alval than in his own territories.

UPDATE: The Rotlans have come to a bad end. Walther Rotlan was discovered plotting against the king by the now infamous Flainn’s Company and killed during his attempt to escape Alval. The barony is now in the hands of the Temple of the Smith.

FURTHER HISTORY: In the year X.504 the barony was transferred by the Temple of the Smith and with the explicit permission of the king, to the overlordship of Flainn (now vel Tollan). Walther was eventually found and hung. Flainn vel Tollan has founded a new house with new associated arms and even recently (as of X.505) begun construction of a new castle in Tollan.

House Senkwurz

Region: Barony of Sinkwood Title: Baron Current Lord: Baron Harmot vel Senkwurz Heraldry:Grasping roots aqua on a field verde

One of the poorest baronies in Claulan, Senkwurz has jurisdiction over a single moldering castle, vast stretches of river and swamplands, and many fisherfolk, farmers, and bog-walkers. The meager income of the Senkwurz family is maintained only through the somewhat rare alchemical and spell components fished out of the bog by its dependents.

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Priesthood and Religion in Claulan

The religion of the Karlungs is unabashedly focused on Hierean and Tallian worship. The clerics of Haeron that live and operate within Claulan, however, are not precisely like those from within the hearthlands. The most important differences are social ones; the Metropolitan of Alval (the head of the Hierean church within Claulan) is a semi-independent position, separate from the Milean temple. This is organization is formally known as the Temple of the Smith; all of the noble families have a chapel dedicated to this temple within their manorhouses, and the clerics of the Temple represent a powerful force in Claulan.

The Hierean clergy acts, within Claulan, as judge-assistants to the nobility (rather than, as in the hearthland, full judges in and of themselves). They also serve as battle-priests, riding into combat with their lords and granting them blessings from horseback.

Other cults hold a minor status in Claulan; the Eleian cult, for example, is attended only by common folk and farmers; Eleian temples in Claulan are generally poor and far from permanent-the most common are constructed of wood and are exposed to the elements.

A minor cult of Heimir has taken root at Gotter Keep and shares worship with Fortuna; the shrine there doubles as a house of worship to both. Heimir’s monks reside there and are frequently visited by the local folk to have their vintages blessed. Fortuna has a small presence in Claulan, a few wandering clerics in the area serving that deity.

Vaela has shrines in Claulan but no priests. These are often small roadside affairs of ancient stone, half buried in the loam. Vaelan worship has declined in Claulan a great deal since the time of the Tarveds. The roads have grown more harsh and, as a result, she is praised less.

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Claulan merchants generally specialize in metal ore and other minerals. There are three merchant compacts within Claulan that have control over various enterprises of metalwork; these are the Deepmine Coaster, which is an agreement between the miners of Deepmine on how to distribute ore. The Mountainheart Merchants are a group of like-minded dwarves who export firegold to the Arinnfal and have banded together for the ease of using the same caravans to transport their minerals. The last important trading group within Claulan is the Three Crowns of Llyris.

The Three Crowns has been moving into the Claulan-Weyland area slowly over the last three decades, situating itself in the capitals and sinking its roots deep. It guarantees protection to Llyrian merchants (those that join the Crowns) traveling through the region, and offers warehouses for them to store their goods. As such, most imports into Claulan come from Llyris (and some from Stonemark).

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The peasantry of Claulan is comprised of free-hold farmers (or herdsmen), mountaineers, and loggers for the most part. There are a small few free vintners in Gotten, but these three jobs account for the majority of peasants in Claulan. The peasantry lead harsh lives; the mountains are stony and hard, yielding little in the way of grains, and the routine of a herdsman is one of constant wandering and loneliness through the grazing seasons. Karlung peasants are therefore a very resigned lot, though what some nobles have called a “hidden” cult of Heimir runs through the Karlung lands; most peasants may be wary towards strangers, but if the laws of hospitality are invoked, they will honor them.

As there are many bandits off the main roads and in the hills, peasants in backwater regions are less inclined to lend themselves to trust; some even carry short stabbing swords or knives to protect themselves with, and many have used them before to defend their farms from marauders or their flocks from thieves.

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Serfs in Claulan live a marginally better life than free peasants. They are beholden to the great houses and generally work the finest lands and are fed from those proceeds. Karlung serfs do not like to associate with those from beyond their manorlands, but they can be a pleasant enough lot once you get to know them.

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Slaves are almost unheard of in Claulan. The Karlungs are a fiercely independent people. While the bonds and contracts of serfdom appeal to the lords, no Karlung would ever think of owning a slave. For this reason (and also because its landlocked) slavers have small recourse ever to come into Claulan. There are very few slaves within the Karlung lands for this very reason.

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Outlawry, marauding, and banditry are endemic problems amongst the mountains of Claulan. Anyone who lives within the ranges and not within the confines of one of the true towns is constantly subject to the danger of raids. Orcs, hobgoblins, goblins, and most kobolds are considered to be outlaws without second glance. Large encampments of any kind that are found outside of the cities and towns are also suspect, and may be attacked or disbanded at the local lord’s desire.

Outlawry is an offense punishable by the crown, but that traditional right has devolved down to the local level. Execution of bandits is common within the mountains. Outlaws do not have the benefit of a trial or laws, as they have crossed beyond the law. Execution of these criminals is usually swift and brutal.

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Somewhere between outlaws and commoners, adventurers are neither welcomed nor openly spurned. The nobility has a clear antipathy towards them, and will generally shortchange them in most dealings (unless they need something, in which case…) The Court Mage, Hindrel, has been known to make good use of adventurers and to protect them from the greedier or more self-righteous noblemen of the kingdom.

Be that as it may, adventuring is certainly not seen as a legitimate profession. Many inns will refuse service to adventuring parties which is not unreasonable considering the number of fights that break out where they follow. Most Karlungs view adventurers as vagabonds, slightly less reputable than sellswords.

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Political Structure

Claulan is divided into several baronies and counties; these represent the directly administered domains of the nobility. There is little difference other than title between a baron and a count: historically, the counts were the advisers of the Tarvian kings and sat on a council to assist them. Since the fall of Tarved, however, there has been no council and the counts are simply the more powerful nobles.

Claulan is a feudal monarchy in which power (supposedly) descends from the king at Claumer Castle. However, in practice holdings have become hereditary with or without the consent of the Claurens. This has weakened the position of the throne considerably since the Tarvian days, and in the border regions many nobles take King’s justice into their own hands and openly speak of their own power.

Punitive wars are common; the most recent was the Swampland War of X488 in which Seiber vel Clauren sought retribution against the Rotlands for withholding tax revenue in the form of three arcane manuscripts that the Court Mage was seeking. In general, the nobility are beyond crown control, however, and often fight amongst themselves in fierce valley-wars that last for weeks or months and then die out again.

Worse, this situation produces a perfect climate for banditry. Royal soldiers cannot be spared to scour the mountains clean of the ten thousand hiding places in which bandits are likely to lodge and the king spends more time discouraging his own lords from fighting than he does patrolling the roads. The Sheriff of Alval, Konnar the Elder vel Altwood, has often complained of the lack of men and resources he needs to clear out the bandits that lodge right on the king’s road or thereabouts just outside the capital.

The main resource the king has available is money; his lands do not support many knights or men-at-arms, being mostly woods, scrub, and high mountain. However, he can afford to hire Anarean mercenaries, which often supplement his own house knights and the vel Altwood soldiers that frequently accompany him on his retributive missions.


The Altwood

A primarily pine and oak forest, the Altwood rests in the crook of the Brandgelts that shelters Alval, Claumer Castle, and Altwood town. It is a hilly wood that stands against the mountains on three sides and the highland meadows of Gotter on the other. The royal highway, a road in some disrepair, is the main route through the wood. It is often plagued with orcs, bandits, and goblin-folk.

There is a small population of dwarvish and karlung homesteaders and foresters living outside the main towns and cities of the Altwood. They provide wood, furs, and meat to Alval and the townships.

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The Brandgelts

The central mountain range of Claulan, the Brandgelts are the tallest and most prominent feature in the region. They are extremely inhospitable, and crossing is nearly impossible where a clear trail has not been marked out and kept up. Even those passages are closed in the winters, when great amounts of snow fall in the heights.

There are many small dwarvish and karlung settlements in the mountains, too small even to mark on any map. This is because the Brandgelts are the world’s only supply of firegold, a gold of red hue which dwarves use in runework. This, along with the prospect of fighting goblin-kin or the remaining Ogres of the region, has drawn many green dwarves to build embanked towns in the mountain range.

It is rumored that the former high temple of Claulan is located in the Brandgelts somewhere just north of Alval.

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Cobb’s Head

The Golden Valley

The Greater Crescent

The Lesser Crescent

The Northwatch

The Skaffen Valley

The Southwatch

The Woodvale

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Capital City Population: around 10,000 Defenses: Local knights

The city of Alval is the feudal domain of the Clauren family, the kings of Claulan. The city is located in the Clauren woods, nestled by the arms of the Brandgelts and protected from raids and banditry by the nearby (and imposing) Claumer Castle. Alval is currently held by the Barons vel Altwood, whose seat is some ways south. The Baron administers the city by the grace of the king, though he is rarely present, preferring to stay in his hereditary manor in Altwood.

Alval has no local farms or farmers, being supported wholly through the false economy sponsored by the fact that it is the capital. There are a large number of knights who live within the precincts. They are the retinue of the king and those who attend the royal court. For this reason, Alval has many great stone manors in its heart, and merchants from all over Claulen come to supply them with food and fuel.

All of the major noble families of Claulan maintain townhouses in Alval for tournament days. An entire district of noble manor-houses has sprung up along the southern circuit of the wall where the Tourneygate opens out onto the jousting fields. Alval is one of the few places in Claulan where jousting is actually practiced: the stony ground and mountainous passes often result in Claulen knights dismounting for battle. The melée tourney is far more appreciated by the mountainfolk; for that reason, there is also a large clearing reserved for the grand melée not far from the jousting fields.

There are three major temples within Alval. These are the massive stone building that graces the center of town from which the Weyland-Claulan local Hierien temple (nominally under authority of the temple at Miles) is organized and directed. This huge construct is actually older than the settlement and is known as the Temple of the Smith (see: the Hierian Temple for more). By the Tourneygate stands a temple to Halor, and just outside of Eastgate is an open temple of Eleia.

Just outside of the city walls (which have four great gates: the Eastgate, the Castlegate, the Tourneygate, and the Geltgate that leads north towards the mountains) on the south side is a large cleared field used for jousting and tournaments.

North of the city, in the Brandgelts, are the Alval mines. These are simple gold mines (not the fabulous firegold mines of the deeper mountains) and stretch across many miles in that region.

There are somewhere upwards of twenty taverns in Alval, though the most famous is Haeron’s Stead which sits just across from the stone temple of Haeron upon the hill. In addition, the city boasts two inns of good repute (and three smaller ramshackle ones), though the Weary Traveler is somewhat better frequented than Blackburr’s Rest.

Alval is under the direct administration of Ser Konnar the Elder vel Altwood, the Sheriff. He governs the city with the assistance of Divine Auros vel Heywood, Metropolitan of Claulan.

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Town Population: around 5,000 Defenses: Baronial knights and militia

The town of Altwood is the baronial seat of the vel Altwoods. The town is walled and surrounds a high hilltop on which the vel Altwood manor is built. As a major stop along the trade route into Alval, the town has many caravaneer stops and inns with stableyards. The Altwood family flies heraldry that is blazoned black with three trees in green upon it.

The town is also the center of the royal mint, which is a large stone building just outside the north wall. Gold from the Alval mines and silver from abroad is brought to Altwood to be turned into the coins of the realm.

Altwood has two inns and a boarding house to serve the caravaneers as well as knights traveling on their way to Alval. These are the Drunken Miner and the Sunken Barrel; the boarding house has no name, but is run by the seneschal of the Altwoods and as such is quite nice and generally puts up the nobility.

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Anar’s Watch

Keep and Town Population: around 1,200 Defenses: Keep knights, militia

This fortress stands on a steep slope that winds down towards the Anarean hills. It’s walls are made from Brandgelt stone, steep and dangerous. Three huge drum-towers comprise its bulk, the outwall describing a precipitous a roughly triangular keep with one of its long sides against the slopes. The Watch boasts a small town outside of its main gate but within the wooden ringwall and ditch. The vel Arndals live within the castle proper, administering their lands from behind its massive exterior. The design is said to be Milean, having been built in the ninth age with the help of Milean labor from Stonemark.

The town is small, but large enough to boast a taphouse known as Anar’s Perch which is also a wolf-house for the soldiers in the keep. Its owned by the Baron vel Arndal, but run by a lame knight with one leg called Farstaff who leans heavily on a crutch when he walks. The town is made mostly of mortared stone buildings clustered around a marketplace where the local farmers sell their wares once a week.

Anar’s Watch is also known for the presence of the elvish swordsmith named Eluel. She owns a shop on the marketplace, and it is fabled that her blades are worth hundreds (if not thousands) of gold pieces.

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Village Population: 500-800 Defenses: Local militia, Anar’s knights

Blackstone Castle

Castle Arnaut

Claumer Castle

Village Population: 1000 in the village, around 300 in the castle Defenses: Claumer Castle and all its attendant knights

While Alval is the official capital of Claulan, the vel Clauren family (and the king) dwell at Claumer Castle about a half day’s ride south of the city. The castle is located on a spur of rock that rises from the forest floor. It is a three-sided hill that slopes gently down on its north face. At the base of the hill lies Claumer-town, surrounded by a wooden palisade and guarded by the Knight of the Tower. Midway up the hill is a deep ditch; the only way to cross it is to enter the lowest of Claumer’s armored towers and ride across a bridge there. This grants access to the walls of the castle proper.

The town itself receives all of its goods from Alval and is frequently visited by courtiers and knights from all over Claulan. This makes all of its prices quite high. Places of interest include the Golden Talon Inn on the main road, owned by the former castle guard captain Sevis. Darion the smith and Hammond the Fletcher both work for the castle and can be found on the various unpaved side-streets, though their services cost much as they are used to outfitting the knights of the king. Those looking for healing services will find the young Landon the Herbalist more than suited to providing alchemical solutions.

Claumer is a small town and the buildings that make it up are mostly uncut stone with thatch roofs. Only the main road (from the gate to the castle) is paved, but the town does enjoy the benefits of the king’s hospitality. Market-days are overcrowded with people from all walks of Claulan who have come to sell their wares, and many merchants make the journey from Alval just to sell to the royal household (thus allowing the residents of Claumer to purchase from them without travel to the city).

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Gotter Keep

Town Population: Around 3,200 Defenses: Keep, knights

Gotter Keep stands astride the vale between the Brandgelts and the Lesser Crescent. The Keep is an old crumbling castle up on a hilltop that overlooks the vel Gotten fields; the fields outside Gotter Keep, however, are not sewn with grains or cereal crops; they are vast vineyards, kept warm by the mountain sun.

The town itself clusters around the base of the keep where a joint temple to Fortuna and Heimir can be found. The brewhouses take up most of the town space, but there is a simple inn called the Sour Grape where travelers can stay of a night. This is located on the keep hillside, close to its main gate.

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Harper’s Grove







Roadway County, Roadway Castle

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Sinkwood Castle






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Dwarven Settlements


Green Dwarf Fortress Population: Around 250 Defenses: Dwarf militia

See Fallborg’s page.

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Elvish Settlements

Vuorin Vahemain

Wind Elf City Population: Around 5,000 Defenses: Mountain ranger-patrols

See Vourin’s page.

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Abridged History of the 10th Age Idabrius