Lands of Warlderia

Lands of the Town of Hevre

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Formal Name: Lands of Town of Hevre
Ruler:  Vidame Hanlyn
Government:  Feudal under Duke of Epave
Major Settlement: Town of Hevre
Resources: Trade
Population: 45,000 (20% urban)
  92% human, 8% other
Languages: Common
Common Alignment: Neutral
Major Religions: Xerbo (TN), Kord (CG)
Allies:  Epave (technically)
Enemies Epave (in practice)
 

Hevre Town is the heart of the area with the lands outside the walls heavily farmed and populated. There are numerous small thorpes and hamlets outside of the town up to one days walk away after which the influence of the Vidame ends. There are frequent country markets and numerous small shrines to the gods Phyton and Kord. Though protected and supported by the town the farmers are otherwise left to their own devices, which they seem to find agreeable.

The Town of Hevre

Hevre (Small City): Alignment: TN/CN, Population: 9,180, Isolated (85% human, 15% other). Authority figures: Vidame Hanlyn (human male, noble) and Lady Agnes (human, female, magic user).

Hevre is a small city on the banks of the Rayne River on the northern shores of the Kylma continent. Though the size of a small city it is forbidden to refer to itself as anything but a town by its feudal overlord the Duke of Epave. Still Hevre is a thriving trade centre and is the most prosperous settlement on the Crimson Coast after Epave and Cramois. The town nd surrounding lands are ruled by the Vidame whose family stretches back to the original founding under Blood Isler Lord Hevre of Halderland.  The current ruler is Vidame Hanlyn who is guided by his mother Lady Agnes, a magic user of some repute.

Hevre consist of three distinct areas of Kelmar Isle, New Town and the Masure District.

Kelmar Isle was the original island settlement and is the heart of Hevre. All the buildings are of stone and well maintained in this affluent and prosperous area. The streets are clean and many houses brightly decorated. Vidame Hanlyn and Lady Agnes live on Kelmar with the great and good of the town. It is also heavily fortified and patrolled by the garrison who take a harsh hand to vagrants.

On the west bank is the New Town which was built before the Second Blood War and is surrounded by a strong defensive wall with a keep built at the southern end. Within the New Town live the bulk of the populace with many craftsmen and traders based here. On the north shore are the main docks and warehouses with the large ornate temple to Xerbo, the god of Sea, Sailing, Money and Business. The area is generally lively and safe with the streets are patrolled by the garrison.

On the east bank is the Masure District and the poorest area of Hevre. During the summer it is a thriving and bustling area full of foreign merchants and Hugond but during the colder winter months many off the foreign traders move back across the sea only to return in spring. It has the larger Petty Wharves docks which most of the foreign ships use. It is also home to the less honest elements of society who are too poor to live in Kelmar or New Town and like prey on gullible foreigners. Two gate towers guard access across the Rayne River to Kelmar with the garrison turning back any they disapprove of.

History

Hevre was founded in the early days of the exploration of northern Kylma by Hevre and his followers from Halderland in the Blood Isles. They occupied an island at the mouth of the Rayne River which they named Kelmar after the great sword of their god Kord. The settlement grew and eventually spread on to the banks of the river but these areas were sacked and raised during the First Blood War. The original settlement on Kelmar Isle survived due to its defensive location and that it could easily be supplied from the sea.

At the end of the First Blood War Lord Raoul of Krester defeated the Hugond on the western coast and forced them back inland. On the north coast this led to the withdrawal of the besiegers of Kelmar though they were never directly aided by Lord Raoul himself due to inter-Blood Isle rivalries. Lord Hevre was from the Island of Halderland which had long been a rival of Krester Isle in the Blood Isles.

Over the following years Kelmar grew and expanded again, though this time the central Kelmar Isle was heavily fortified as protection against both landward and seaward dangers. Just over two centuries ago a wave of refugees from the northern empire came to Kylma and settled the north coast of Kylma spreading from Kelmar right across to the east. They started to farm and build with their new city of Nylarg at the centre of their new province. The Lord of Kelmar sent warnings to them regarding the Hugond but the arrogant northern lords and knights dismissed them as nonsense. Kelmar itself strengthened its defences and built a strong wall around the New Town on the west bank of the Rayne River.

When the Second Blood War started the Hugond attacked the northern settlers who were defeated, routed and hunted down. The northern coast was a flame and refugees flooded west in to the Crimson Coast with a good number arriving at Kelmar. When the men of the Crimson Coast attacked the Hugond and sacked the holy site of Kruan, the warriors of Kelmar rode with them. The Hugond were defeated and driven to the east and Kelmar greatly expanded its lands but without the druid-shamans of the Hugond winter returned with a vengeance. The Rayne River froze and the harbour was locked in ice throughout the winter crippling the settlement and leading to the near starvation of the populace.

In desperation the Lord of Kelmar was forced to pay homage to the Duke of Epave and lost its independence though did receive supplies and aid in return; where the swords and spears of the Hugond had failed to bring Kelmar to heel, the winter succeeded. When peace was made with the Hugond much of the seized land was returned to them on the Duke’s orders. This angered the men of Kelmar but they could do little save rename their settlement Hevre in honour of their founder. As a sop the Duke bestowed the title of Vidame on the ruler of Hevre which is still held today.

Temples & Shrines in Hevre

The major Temple in Hevre is the large and well-fortified temple complex to Kord, the CG god of brawling, strength, courage and sport. It is on a cliff just to the north of the fortified town, being separated by the Marais marshland. The boisterous ‘Halls of Glory’ welcomes all who wish to improve their bodies or hone their skills with contests organised every godsday. These races, wrestling matches and the like are very popular with the populace who flock to see them.

In the north of the fortified New Town near the Town Docks is the temple to Xerbo, the TN god of the sea, sailing, money, and business. It is a grand affair richly decorated with scenes of Xerbo clad in his dragon turtle scale armor and wielding his divine trident. As Hevre is a vibrant trading port the Xerbo temple is a hive of activity with sailors, merchants and traders worshipping the different aspects of the god. The Temple is the bank and trading hall for the town, dealing in currency and all manner of trade.

Outside of the New Town walls, next to the woodland called the Grove, is the temple to Phyton, the CG god of farming, nature and beauty. It is very popular with the large numbers of farmers who tend the land up to one days ride south of Hevre. As Phyton represents man's dominance over nature this traditionally pits his followers against the druid-shamans of the Hugond peoples. In the past they burnt his temples more than others but over time as the expansion of the Coast halted and slowed a tolerance of sort allowed them to belligerently co-exist.

The Felon Woods were once a place where the druid-shamans of the old faiths were executed and their followers flogged. As peace and a degree of tolerance came to the Coast the followers took the Woods as their holy site that was soaked in the blood of the devout. It is now a centre of druid-shaman worship and encouraged as so by the Vidame who believes in encourages trade with the Hugond of the interior.

South of the town of the exposed west bank of the Rayne River is the temple to Vatun the CN god of cold, winter, and beasts. His followers gather here to worship him and display their personal abilities to survive the extremes of cold.

Vatun teaches that, “winter is an opportunity to cull the weak from the strong and that cowards should be covered by snow and forgotten.”

His unforgiving message appeals to a dedicated minority of the populace.

On Kelmar Isle there is a small but well cared for shrine to Wee Jas, the LN goddess of Magic, Death, Vanity, and Law. It has a small following from magic users and those who follow her other aspects. Lady Agnes is a patron of the shrine and supports and protects it.

Inns & Taverns

The Blood of our Fathers is a large and popular Inn in the heart of the New Town area. It has guest chambers rooms, stables, dining room and even a private meeting room for hire. It is a good standard Inn at a decent price, popular and never empty. It is even friendly to adventurers and offers to store their possessions and wealth in its basement store room for a modest fee. The Innkeeper is Raimand Greer, lay preacher of Xerbo and astute businessman. Raimand has lived all his life in Hevre and is well known.

The Horseshoe is in the New Town near to the market square. It is a quiet and unassuming inn frequented by merchants and traders who are looking for affordable lodgings. It has a common room, half a dozen bedrooms of an acceptable if no lavish standard and serves plain but wholesome food. It has its own stable yard for those with horses or mules. Yorik Felvt and his wife Edva run the inn and are friendly but also accept no nonsense from their clientele.

The Waxing Moon is a prestigious tavern on Kelmar Isle with a fine menu and wine cellar but also fine prices. Beautifully and lavishly decorated it prides itself on discretion and on the utmost high standards. It has live music on all nights with bards an minstrels invited to perform to the wealthy customers. The patron is Mistress Haldora an elderly lady who none the less keeps herself well presented at all times.

The Magpie's Nest is in fact the largest inn in Hevre but is also arguably the least respectable. In the heart of the Masure District it is a large sprawling building serving inexpensive drink and food with private rooms above. It also has ‘companionship’ available for all with no exceptions as long as they have the coin to pay. It is run by Ulf Stallionson, a large Hugond warrior who retired to Hevre five years ago after his left leg healed badly following an accident. The Magpie's Nest is the place to find nefarious contacts and under the table dealings.

Merchant & Traders

Nello Moretti is the merchant who is most open to dealing with adventurers and their ilk. Moretti is originally from the Successor States but moved here years ago for his own private reasons. He has a heavily constructed business premises near the Petty Wharves in the Masure District in which he has some specialist employees who offer to identify items, lift curses and generally cure heroes for a fair price.

He will purchase magical items and treasure from adventurers at reasonable rates but rarely sells any himself. He offers healing potions and poison cures along with spell components but is believed to send the best items north over the sea for a higher sale price.

Daimh Mauldirk is the best armourer and weapons smith in Hevre. He is a Dwarf from across the sea that saw a budding market for his martial wares and settled in the town over a hundred years ago. Weapons and armour from the Mauldirk forges sell for 110% of the basic cost due to his excellent reputation while he is able to create masterwork items or even blend with magical ores.

Daimh lives with his family next to his forge in a solid and well-presented house in the Old Town. His son and three apprentices, all Dwarven, work under him while his old Gnomish friend, Soren Dolkor astutely handles financial matters.

Handak Fleetwind is a half-elven horse trader born and bred in Hevre due to passing liaison between her mother and a ‘dashing stranger’. She is an excellent rider and very well travelled on both the plains and on the coasts.

Handak has a home in the Masure District where she lives with her elderly human mother.

Illustration: From The Battle for Wesnoth (http://www.wesnoth.org/) used under General Public License

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