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Capital: City of Devarnish Dioceses Population: 110,200 – Oeridians 71,100, Suloise 10,200, Flan 5,100, Elves 8,900, Gnomes 8,000, Dwarves 4,800, Halflings 2,800, Half Elves 600, Half Orcs 700 Ruler: Count Westin Mori (St. Cuthbert) Bishop: Marquin Dorasie |
he Diocese of Devarnish is the easternmost
point of Veluna. Its northern border is the Velverdyva and its eastern border is buried somewhere deep in the Iron Woods. Its southern
border is very iffy and just sort of stops where the patrols do in the Kron Hills. The capital, Devarnish, is the 3rd largest city in
Veluna and sits on the western border of the diocese. Most traffic heading east from Devarnish heads to Jarl and travels the river
route east. A road does cut through the Iron Woods but most choose not to risk the woods and head to Jarl. Its current ruler is Count
Westin Mori. He has been in office for 6 years now and they have not been happy ones. The Bishop has been used to running things as
he saw fit as Count Westin's father did not care to rule much and left everything to the Bishop. Count Westin on the other hand
is the complete opposite and takes a strong hand in almost everything. This has caused many public confrontations between the two. The
diocese's economy revolves around trade and traffic through its cities. With Iuz choking off almost all traffic east/west to the north
more and more caravans are using the Great Western Road and the Velverdyva to travel east to west. The Count's representative to the
Celestial Order is his youngest brother Marcus Mori. They have not always seen eye to eye but he is the closest thing the Count has
to a trusted friend right now.
The Count is a very tall and wide shouldered man in his late 20's. He has been waiting for the last ten years for his father to abdicate so he could fix what he believes his father messed up. He has been very vocal over the last few years about his father giving to much power to the guildmasters and letting Bishop Marquin get away with to much. As soon as he took over he revoked many laws his father had put into affect and canceled the money for several of the Bishop's pet projects. This did not endear him whatsoever with the local powers and his relationship with them has been strained at best with them since.
The Bishop is a very imposing man in his late 40's. He has been Bishop to Devarnish for 20 years now and takes his position very seriously. He believes that Devarnish is the most morally corrupt city in Veluna and has been waging a personal crusade against this since arriving 20 years ago. He used to have free reign to do as he pleased when Westin's father ruled, but is finding his son to be less helpful. His current project involves setting up a group of Raoan Knights in Devarnish which he believes will drive out some of the undesirable elements in Devarnish.
Markei is considered the most powerful man in Devarnish after the Count and the Bishop. He runs the High Roads Trading Company, the largest trading company in Veluna, and his contacts stretch across most of the Flanaess. The Count has been trying to find a way to reel in Markei since he took office, but has not found a way. Markei lives in a mansion compound on the east side of town that rivals that of the Count himself. Some say he is setting himself up as a replacement for the Count, but nobody is sure how this could happen.
Lorit runs the Iron Rings Consortium and is Markei's primary competition. He is a good friend of the Count and hopes to use this to his advantage against Markei. He is very seldom seen in public leaving most minor things to his employees. Rumor has it that he had something to do with the old count's untimely death but nothing was proven.
Devarnish is the trade center for Veluna. Set in the eastern most point in Veluna, almost all trade from the eastern realms passes through Devarnish. The three ornate city gates allow the Count to closely monitor all trade passing trough the Great Western Road and traveling to South East on the Iron Road. The City is set in a natural bottleneck cut by the Mill Stream though the Hog Back Ridge on its way to the Velverdyva River. Within the gates are the Veluna Markets where trade from across the Flanaess can be found. The market and the gates are strictly controled and subject to taxes on goods and materials. Raw material from many sources are often combined here by the finest master craftsmen in Veluna. The concentration of Craftsmen has created the powerful Guilds that control the workshops.
Jarl is a medium sized port-town that rests on the Velverdyva. Most river traffic heading from or to Devarnish passes through here. The town consists of several stone docks and warehouses along with the usual compliment of seedy dock taverns and bars. The town is ruled by Trisen Mori, the younger brother of the Count. He resents his appointment very much and plots to leave as soon as possible.
This road leads from Devarnish and heads east through the Iron Woods to Verbobonc. The road is well kept until it reaches the woods. From there on its upkeep has been let go. Moving fallen trees from the road and avoiding washed out parts of the road are common problems. The only sign of civilization before reaching the other side is the Fallen Timber Tavern. Located at what is agreed on by most as the center of the road, it is a safe haven from the woods at night. Most who travel this route make haste to make the Tavern before the night sets in.
Located in the middle of the fog shrowded, towering yarpik and ipp trees of the Iron Woods is a a small compound of about fifty permanent residents. The tavern rises on a cleared and farmed hill in the center of a large wooden palisade surrounded by a woodsmen shack, tanner, blacksmith, stable, smokehouse, mule mill, bower and fletcher shop, common well and several waddle homes. A dozen or so elves live in the forest boardering the clearing in high tree homes. The tavern is owned by Syian Theus, a male brown-haired green-eyed high elf of undetermined age. He built the three-story timber tavern along the Iron Road almost a century ago. All are welcome, but violence is strongly discouraged. Any involved in any fisticuffs are escorted to the gate and tossed outside no questions asked. The large meals served to travelers and woodsmen revolve around small game, seasonal vegetables, soups and breads. Drinks are simple ales and hard liquior like wiskey and rum. Rarely, if ever, are wines, beer, milk or cheeses found at the tavern.