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<blockquote data-quote="Idabrius" data-source="post: 4291098" data-attributes="member: 67832"><p>Perhaps the strangest city in all the north, Candovar gets its name from the corrupted Flint-Speak Brachos Ovarr which means “kind stones”. Up until a little over one hundred years ago, Candovar was an abandoned ruin, fit only for the brief stopover to wonder at its strange sights. However, in 2107 / 4075 Gabard the Slayer, a renowned warrior in his time, claimed the temple complex portion of the ruin as his keep. </p><p></p><p>He was soon taxing Deepmine merchants moving along the road as well as Southroad caravans. Within the decade, both routes had altered course to include stopovers in this new settlement. Within 40 or 50 years the city bloomed in size, taking in refugees, adventurers, and thrill-seekers the world over.</p><p></p><p></p><p><strong>Government in Candovar</strong></p><p>It may surprise you to learn that there is almost none. Unlike the civilized portions of the North, Candovar operates strictly without rule. Gabard left his position to a council of wealthy men and women, all former adventurers, and their places were refilled over the years in popular elections. However, besides organizing defenses of the city they do nearly nothing else.</p><p></p><p>It is said that money runs Candovar, and that is partially true. Money and knowledge rule the city, both magical and mundane. There are several wayward Brothers of the Book in the city who have great influence and there is also the Scholarium, an organization of mystics and will-workers.</p><p>The city itself is anarchic in structure and tact. However, since the best thing for everyone is usually to get on in order to keep the caravans safe, outsiders are usually not beaten or killed in a public or obvious way. Be warned, however, that just because the city functions does not mean it isn’t the most dangerous gathering of people in the North.</p><p></p><p></p><p><strong>Citizens of Candovar</strong></p><p>There’s no such thing as citizenship in a city with no laws. People set up places to call kip anywhere they like. This also means that the population of exotic folks, from halflings to eladrin, is huge in this city. They tend to cling tightly, forming communities amongst the greater chaos, but there are more of the other races here than any other single location in the North. In fact, the greatest concentration of Dragonborn that is not in hiding lives in Candovar.</p><p>Interestingly, Candovar is a place where most goblins (both Travelers and Settlers) seem comfortable doing business with mankind without forcing men to come to them.</p><p></p><p></p><p><strong>Location of Candovar</strong></p><p>Situated on the east side of the Iceflow and just north of the place where it runs into muddy swamps and ruin-filled lowlands, Candovar is also south of the Eikwood Forest and the Hobgoblin infested plains along the shore of the river there. This makes it a perfect location for goods to be ferried across the river into Weland or taken north around the woods to Lavaas.</p><p></p><p></p><p><strong>Sites in Candovar</strong></p><p>Amazingly, the entire city of Candovar is illuminated at night. Long ago, during the Gigantine Era, the giants who lived here brought a trove of jewels to the Gray Kingdom and had them fashioned into lightstones. These stones were placed on the tops of tall winding posts fashioned to look like intertwining roots all over the city. When night falls, each stone begins to glow softly. By the time dusk has ended, the streets are a calvacade of colors. Lightstones can be found in places other than tall poles as well; fountain-side lightstones are not uncommon and neither are alleyway stones that are built into the very buildings. All of these stones are affixed by some powerful magic and are nearly impossible to remove. In the rare cases that a few have been pried free, many of those went dark within a few days from damage.</p><p></p><p><em>The Shivers</em></p><p>There are portions of the city where the Lightstones don’t shine. These vast dark swathes are mostly uninhabited. During the day they are simply a bad place to visit, as one might be swindled or robbed by a local. At night however, not even locals tread these places. Many of the Shivers are unexplored or bear open doorways into untamed portions of the ruins, still teeming with wild things that have grown their over millennia of disuse. Every so often some foolhardy adventurer emerges from these places with an armload of ancient gigantine magic, but for every one who does so it is likely that ten die gruesome deaths.</p><p></p><p><em>The Courtyard of the Iron Circle</em></p><p>Gigantine Stepping Circles are uncommon. Even more uncommon is one that is in such good condition. Standing before the temple-complex at Candovar’s heart is a large giltwork circle laid into the ground. This circle is surrounded by twisted iron columns, each made of black meteoric iron that was hammered out by dwarves. The columns bear inscriptions on their length and breadth, and lightstones inset into their sides. The Iron Circle is the most well known Stepping Circle in Tamal.</p><p></p><p>It is said that there are mages who know the secret of activating the Stepping Circles and, by drawing one on the ground where they stand, can bring themselves from anywhere in the world to Candovar or one of the lesser known circles located in the ruins throughout the world.</p></blockquote><p></p>
[QUOTE="Idabrius, post: 4291098, member: 67832"] Perhaps the strangest city in all the north, Candovar gets its name from the corrupted Flint-Speak Brachos Ovarr which means “kind stones”. Up until a little over one hundred years ago, Candovar was an abandoned ruin, fit only for the brief stopover to wonder at its strange sights. However, in 2107 / 4075 Gabard the Slayer, a renowned warrior in his time, claimed the temple complex portion of the ruin as his keep. He was soon taxing Deepmine merchants moving along the road as well as Southroad caravans. Within the decade, both routes had altered course to include stopovers in this new settlement. Within 40 or 50 years the city bloomed in size, taking in refugees, adventurers, and thrill-seekers the world over. [b]Government in Candovar[/b] It may surprise you to learn that there is almost none. Unlike the civilized portions of the North, Candovar operates strictly without rule. Gabard left his position to a council of wealthy men and women, all former adventurers, and their places were refilled over the years in popular elections. However, besides organizing defenses of the city they do nearly nothing else. It is said that money runs Candovar, and that is partially true. Money and knowledge rule the city, both magical and mundane. There are several wayward Brothers of the Book in the city who have great influence and there is also the Scholarium, an organization of mystics and will-workers. The city itself is anarchic in structure and tact. However, since the best thing for everyone is usually to get on in order to keep the caravans safe, outsiders are usually not beaten or killed in a public or obvious way. Be warned, however, that just because the city functions does not mean it isn’t the most dangerous gathering of people in the North. [b]Citizens of Candovar[/b] There’s no such thing as citizenship in a city with no laws. People set up places to call kip anywhere they like. This also means that the population of exotic folks, from halflings to eladrin, is huge in this city. They tend to cling tightly, forming communities amongst the greater chaos, but there are more of the other races here than any other single location in the North. In fact, the greatest concentration of Dragonborn that is not in hiding lives in Candovar. Interestingly, Candovar is a place where most goblins (both Travelers and Settlers) seem comfortable doing business with mankind without forcing men to come to them. [b]Location of Candovar[/b] Situated on the east side of the Iceflow and just north of the place where it runs into muddy swamps and ruin-filled lowlands, Candovar is also south of the Eikwood Forest and the Hobgoblin infested plains along the shore of the river there. This makes it a perfect location for goods to be ferried across the river into Weland or taken north around the woods to Lavaas. [b]Sites in Candovar[/b] Amazingly, the entire city of Candovar is illuminated at night. Long ago, during the Gigantine Era, the giants who lived here brought a trove of jewels to the Gray Kingdom and had them fashioned into lightstones. These stones were placed on the tops of tall winding posts fashioned to look like intertwining roots all over the city. When night falls, each stone begins to glow softly. By the time dusk has ended, the streets are a calvacade of colors. Lightstones can be found in places other than tall poles as well; fountain-side lightstones are not uncommon and neither are alleyway stones that are built into the very buildings. All of these stones are affixed by some powerful magic and are nearly impossible to remove. In the rare cases that a few have been pried free, many of those went dark within a few days from damage. [i]The Shivers[/i] There are portions of the city where the Lightstones don’t shine. These vast dark swathes are mostly uninhabited. During the day they are simply a bad place to visit, as one might be swindled or robbed by a local. At night however, not even locals tread these places. Many of the Shivers are unexplored or bear open doorways into untamed portions of the ruins, still teeming with wild things that have grown their over millennia of disuse. Every so often some foolhardy adventurer emerges from these places with an armload of ancient gigantine magic, but for every one who does so it is likely that ten die gruesome deaths. [i]The Courtyard of the Iron Circle[/i] Gigantine Stepping Circles are uncommon. Even more uncommon is one that is in such good condition. Standing before the temple-complex at Candovar’s heart is a large giltwork circle laid into the ground. This circle is surrounded by twisted iron columns, each made of black meteoric iron that was hammered out by dwarves. The columns bear inscriptions on their length and breadth, and lightstones inset into their sides. The Iron Circle is the most well known Stepping Circle in Tamal. It is said that there are mages who know the secret of activating the Stepping Circles and, by drawing one on the ground where they stand, can bring themselves from anywhere in the world to Candovar or one of the lesser known circles located in the ruins throughout the world. [/QUOTE]
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