Knightfall
World of Kulan DM
Part 1 – Introduction
The Dominion of Cauldron. Also known as the Realm of the Silver Hand (or the Shackled Realm by its enemies), Cauldron is a land in transition. Once dominated by squabbling noble families and by dark forces hidden underneath, Cauldron, the city, has shifted from a place of woe to a community with hope. The city still has a Lord Mayor, but the feudal power has moved away slowly from the republic it once was. That old republic acted more like a vicious oligarchy with little regard for the people of the dominion.
That all changed when the Order of the Silver Hand was founded in the city eight years ago. It was those heroes that unveiled the darkness underneath, the Cagewrights, and purged them from the city. It wasn't an easy victory, however. Cauldron was cracked wide open by the volcanic eruption that the Cagewrights set into motion under the city. Cauldron was nearly destroyed and if it hadn't been for the Order, the dominion would not have survived.
Soon after those events, the Order's beloved wizard, Hezekiah Grofus, was elected as Lord Mayor and he has held the title and power of the office ever since. The eccentric mage from another material plane rules the city with velvet gloves, except for those that would do evil, and he has become known as the Orphan King. Many in the dominion believe Cauldron will soon become a Monarchy with Lord Mayor Grofus named as its first king. Such a thought would have been inconceivable before the Cagewrights, but when your city almost gets pulled into the lower planes, priorities and values quickly shift.
The other heroes from the Order have also done great things for the dominion. The holy man known as The Trúa, Argo Flameheart, has become a living embodiment of his god, Jalivier, and the Pantheon of the North throughout the Kul Moren Mountains. Jalivier is now the state religion, but all good (and some neutral) faiths are welcome in the dominion. The High Sun Sanctuary stands in the southern half of the city in between Magma Avenue and Lava Avenue. It rises high into the sky and can be seen from every gate leading into Cauldron City.
Argo's cohort, and trusted friend, Amaryllis Greenbottle is a renowned leader amongst the halflings of the city. She is a mainstay in the Halfling District where her fine home sits on Lava Avenue North just east of Burrows' Street. The young frost giant, Shötte, befriended by Argo and the Order, is now commander of the city guard. He is quite the sight walking down one of the wide avenues even with his magical bracers that allow him to shrink his size. He is a good soul in a massive frame. The commoners love him, as he works hard to protect them (but he cannot be everywhere).
Another beloved member of the Order is the dwarf Toryn Stonecutter. While Toryn isn't a mainstay in the city anymore, he is often honored by his kin who live in the Dwarven District. The bridge that spans the gap between Brass Corner and the Woeborough bears his name and it was he who supervised the construction of all four of the massive stone bridges that reconnected the southeastern sections of the city. Stonecutter Bridge is the most impressive of these bridges with the Weavers' Bridge being a close second. Borough Bridge* and The Elf Bridge were the last of the four to be built. Each bridge is anchored by at least one tower with Stonecutter Bridge having three. The central tower of that bridge rises nearly as high as the High Sun Sanctuary.
The last of the main group of heroes of the Order isn't so much beloved as grudgingly respected. The ranger and horizon walker named Karr'toomba is the Warden of the dominion and he runs the fortress known as Blackwall Bastion, which sits at the end of Cliff Street near Warden's Gate. Karr, like Toryn, doesn't spend as much time in the city as his responsibilities take him beyond the city's walls and out into the mountains and beyond to protect the dominion's borders. He is quite the sight when he is in Cauldron, riding on his rhinoceros mount. If there is one member of the Order who remains an enigma, it is Karr.
One might think that with all these old heroes around, life in Cauldron City and the dominion would be perfect. That is not so. Like with Guardian Shötte, the members of the Order cannot be everywhere at once and with their other responsibilities, they do not have time for adventures. There are still many problems in the city that need fixing. Overpopulation is a concern, as the dominion took in refugees from Mor's End after the war with Diabolic Enclaves. The evils of the Warlords of Flamerule are always on the minds of Cauldron's citizens, and they worry that what happened to the Domain of Anoria might happen to the dominion as well, if the Order should fall or disappear.
With overpopulation there come increased tension between neighbors, especially between neighbors of different races. Most of Cauldron City's poor 'urbanite' elves are forced to live in the district known as Elfwatch Ward, which is isolated from the rest of the city. Cauldron's elves tend to be proud and stubborn, which often puts them at odds with the city's dwarves (who are more respected due to Toryn's influence). Gnomes, once unheard of in the city, have come back to the northern lands from the Far South, drawn by the tales of a rediscovered Jzadirune. The old gnomish enclave sits under Cauldron with its entrance, Jzadirune Hall, near the High Sun Snactuary. This gives the gnomes some growing prestige, which tends to irk the city's halflings (even though the halflings outnumber the gnomes 10 to 1). The other race with a strong presence in the city are cat race known as the kitt **. These strange felids are are akin to both the rakasta of the Far South and to halflings. They tend to scurry around the city and live wherever they can find acceptance. Hallfings treat them as a kindred race and gnomes usually accept them too. Dwarves and elves are less accepting of kitts, and the worst of humanity considers them pests.
Humans. While Cauldron City is more diverse than it used to be, the Shackled City (don't call it that in front of a local) is still dominated by humans. The entire dominion is roughly 74% human (although that is changing). Yet, in Cauldron City, humans still dominate the streets with nearly 80% of all citizens in the city being human (or partially human [half-elves, mainly]). Many of the families are the old guard from Cauldron's time as a city-state. The worst of them have been forced out of the city, but there are still the Aslaxins, the Knowlern, and the 'watched' Taskerhills. Gone are the Lathenmires, Navalants, and Skellerangs, as well as the infamous Neberns and Vanderborens, although many of there abandoned homes and manors still bear their names. What was once House Vhalantru – the lair of an evil beholder in the guise of a man – was reclaimed by the Order and given to the Church of Hades (a respected North God). The temple called The Halls of Grieving is even more imposing than it was as the beholder's home/lair.
The old thieves' guild, The Last Laugh was purged from the city shortly after the Order defeated the Cagewrights. They have not been seen in the city since. New guilds have tried to enter and setup in the city but they are always rebuffed by the Order and the Halfling Syndicate, which is the closest thing the city has to a true guild of rogues. However, the Halfling Syndicate operates openly and with the good graces of the Lord Mayor's office. The few criminals in the city tend to band together and keep their heads down. Street toughs risk a lot if they are noticed by the city guards or the Order.
Cauldron must also deal with the many legacies of the volcanic eruption, as well. There are fissures all over the city and it isn't practical (or likely safe) to try to seal them. Doing so could probably cause another eruption. The largest of these fissures is called the Deep-Gap, which bisects what was once the northern half of Ash Avenue. Now, only the roadway east of Deep-Gap is called Ash Avenue. The western roadway was renamed Flameheart Avenue in honor of The Trúa. Every once in a while, something crawls up out of one of these fissures and causes havoc in the city, but when that happens, the Magical Threats Agency, or MTA, is usually there to help (but they cannot be everywhere and they've lost a good people over the years).
It is time for Cauldron to have new heroes.
* Misspelled on map. Doh!
** Think of the kitt as being a small race of kenderlike catfolk but less prone to stealing.
The Dominion of Cauldron. Also known as the Realm of the Silver Hand (or the Shackled Realm by its enemies), Cauldron is a land in transition. Once dominated by squabbling noble families and by dark forces hidden underneath, Cauldron, the city, has shifted from a place of woe to a community with hope. The city still has a Lord Mayor, but the feudal power has moved away slowly from the republic it once was. That old republic acted more like a vicious oligarchy with little regard for the people of the dominion.
That all changed when the Order of the Silver Hand was founded in the city eight years ago. It was those heroes that unveiled the darkness underneath, the Cagewrights, and purged them from the city. It wasn't an easy victory, however. Cauldron was cracked wide open by the volcanic eruption that the Cagewrights set into motion under the city. Cauldron was nearly destroyed and if it hadn't been for the Order, the dominion would not have survived.
Soon after those events, the Order's beloved wizard, Hezekiah Grofus, was elected as Lord Mayor and he has held the title and power of the office ever since. The eccentric mage from another material plane rules the city with velvet gloves, except for those that would do evil, and he has become known as the Orphan King. Many in the dominion believe Cauldron will soon become a Monarchy with Lord Mayor Grofus named as its first king. Such a thought would have been inconceivable before the Cagewrights, but when your city almost gets pulled into the lower planes, priorities and values quickly shift.
The other heroes from the Order have also done great things for the dominion. The holy man known as The Trúa, Argo Flameheart, has become a living embodiment of his god, Jalivier, and the Pantheon of the North throughout the Kul Moren Mountains. Jalivier is now the state religion, but all good (and some neutral) faiths are welcome in the dominion. The High Sun Sanctuary stands in the southern half of the city in between Magma Avenue and Lava Avenue. It rises high into the sky and can be seen from every gate leading into Cauldron City.
Argo's cohort, and trusted friend, Amaryllis Greenbottle is a renowned leader amongst the halflings of the city. She is a mainstay in the Halfling District where her fine home sits on Lava Avenue North just east of Burrows' Street. The young frost giant, Shötte, befriended by Argo and the Order, is now commander of the city guard. He is quite the sight walking down one of the wide avenues even with his magical bracers that allow him to shrink his size. He is a good soul in a massive frame. The commoners love him, as he works hard to protect them (but he cannot be everywhere).
Another beloved member of the Order is the dwarf Toryn Stonecutter. While Toryn isn't a mainstay in the city anymore, he is often honored by his kin who live in the Dwarven District. The bridge that spans the gap between Brass Corner and the Woeborough bears his name and it was he who supervised the construction of all four of the massive stone bridges that reconnected the southeastern sections of the city. Stonecutter Bridge is the most impressive of these bridges with the Weavers' Bridge being a close second. Borough Bridge* and The Elf Bridge were the last of the four to be built. Each bridge is anchored by at least one tower with Stonecutter Bridge having three. The central tower of that bridge rises nearly as high as the High Sun Sanctuary.
The last of the main group of heroes of the Order isn't so much beloved as grudgingly respected. The ranger and horizon walker named Karr'toomba is the Warden of the dominion and he runs the fortress known as Blackwall Bastion, which sits at the end of Cliff Street near Warden's Gate. Karr, like Toryn, doesn't spend as much time in the city as his responsibilities take him beyond the city's walls and out into the mountains and beyond to protect the dominion's borders. He is quite the sight when he is in Cauldron, riding on his rhinoceros mount. If there is one member of the Order who remains an enigma, it is Karr.
One might think that with all these old heroes around, life in Cauldron City and the dominion would be perfect. That is not so. Like with Guardian Shötte, the members of the Order cannot be everywhere at once and with their other responsibilities, they do not have time for adventures. There are still many problems in the city that need fixing. Overpopulation is a concern, as the dominion took in refugees from Mor's End after the war with Diabolic Enclaves. The evils of the Warlords of Flamerule are always on the minds of Cauldron's citizens, and they worry that what happened to the Domain of Anoria might happen to the dominion as well, if the Order should fall or disappear.
With overpopulation there come increased tension between neighbors, especially between neighbors of different races. Most of Cauldron City's poor 'urbanite' elves are forced to live in the district known as Elfwatch Ward, which is isolated from the rest of the city. Cauldron's elves tend to be proud and stubborn, which often puts them at odds with the city's dwarves (who are more respected due to Toryn's influence). Gnomes, once unheard of in the city, have come back to the northern lands from the Far South, drawn by the tales of a rediscovered Jzadirune. The old gnomish enclave sits under Cauldron with its entrance, Jzadirune Hall, near the High Sun Snactuary. This gives the gnomes some growing prestige, which tends to irk the city's halflings (even though the halflings outnumber the gnomes 10 to 1). The other race with a strong presence in the city are cat race known as the kitt **. These strange felids are are akin to both the rakasta of the Far South and to halflings. They tend to scurry around the city and live wherever they can find acceptance. Hallfings treat them as a kindred race and gnomes usually accept them too. Dwarves and elves are less accepting of kitts, and the worst of humanity considers them pests.
Humans. While Cauldron City is more diverse than it used to be, the Shackled City (don't call it that in front of a local) is still dominated by humans. The entire dominion is roughly 74% human (although that is changing). Yet, in Cauldron City, humans still dominate the streets with nearly 80% of all citizens in the city being human (or partially human [half-elves, mainly]). Many of the families are the old guard from Cauldron's time as a city-state. The worst of them have been forced out of the city, but there are still the Aslaxins, the Knowlern, and the 'watched' Taskerhills. Gone are the Lathenmires, Navalants, and Skellerangs, as well as the infamous Neberns and Vanderborens, although many of there abandoned homes and manors still bear their names. What was once House Vhalantru – the lair of an evil beholder in the guise of a man – was reclaimed by the Order and given to the Church of Hades (a respected North God). The temple called The Halls of Grieving is even more imposing than it was as the beholder's home/lair.
The old thieves' guild, The Last Laugh was purged from the city shortly after the Order defeated the Cagewrights. They have not been seen in the city since. New guilds have tried to enter and setup in the city but they are always rebuffed by the Order and the Halfling Syndicate, which is the closest thing the city has to a true guild of rogues. However, the Halfling Syndicate operates openly and with the good graces of the Lord Mayor's office. The few criminals in the city tend to band together and keep their heads down. Street toughs risk a lot if they are noticed by the city guards or the Order.
Cauldron must also deal with the many legacies of the volcanic eruption, as well. There are fissures all over the city and it isn't practical (or likely safe) to try to seal them. Doing so could probably cause another eruption. The largest of these fissures is called the Deep-Gap, which bisects what was once the northern half of Ash Avenue. Now, only the roadway east of Deep-Gap is called Ash Avenue. The western roadway was renamed Flameheart Avenue in honor of The Trúa. Every once in a while, something crawls up out of one of these fissures and causes havoc in the city, but when that happens, the Magical Threats Agency, or MTA, is usually there to help (but they cannot be everywhere and they've lost a good people over the years).
It is time for Cauldron to have new heroes.
* Misspelled on map. Doh!
** Think of the kitt as being a small race of kenderlike catfolk but less prone to stealing.
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