Skavont is the capital city and seat of govenment of the
Empire of Ossavia. Its eminence dates back to the arrival of Ossav. Ossav
arrived on the shores of Melarna near a small fishing village beset by
occasional raids from humanoids and human barbarians alike. Ossav decided
to strengthen and use Skavont as his home, and Skavont immediately began
to rise in power. Skavont is a spawling city, probably the largest in both
area and people. With the recent fall of Emperor Graln XVII and the sacking
by Kelevantia, the populace have begun to depart. Abandoned buildings are
not uncommon.
History
People
119000 humans, up to 38000 humanoids (varies). Most demi-humans are either
slaves or captives; although Pemal has called for the release of all slaves,
he is still trying to consolidate his power.
Rulership
Emperor Pemal XI of the house of Crisimat officially rules the city and
the empire. In practice, Pemal is a puppet of Kelevantia. Each noble house
runs its own affairs with little worry about the central power of the emperor.
Crisimat was put into place by the invading Kelevantian army, and his house
is the weakest of the nine. Each noble house has control over certain aspects
of running the city, and these balance each other.
Armed Forces
When the city was invaded, Kelevantia established a permanent military
base on the island. Kelevantia has permanently stationed a full fleet (one
of its ten) in or near Skavont, and many of the locals are resentful of
their presence. Fortunately, the person in charge of the fleet and the
Kelevantian presence is Admiral XXXXX, a charismatic WK
Sections of Town
Sites around Skavont
Churches
Churches in Skavont range over many different evil deities of various religions.
There are large temples to Nerull, Talos,
Taverns & Inns
Blue Silver's Inn: Low Quarter, inexpensive, and sometimes a good
place to meet people for a variety of activities
Emera's House: An inn in the Thieves' quarter. Emera is a strong
willed woman who enforces a strict guild-neutral inn; the various guilds
use her inn as a neutral ground
Night and Castle: the best protected inn and tavern in the merchant
district
Pirate's Rest: a good tavern in the wharf area, with a few rooms
available as well.
Purple Sail: the best inn in the wharf, even though that's not
saying much.
Trader's Rest: three different inns in the Merchant's areas,
all run by the same family. good food and accomodations.
YOGz: a tavern in the Black quarter. Many humanoids frequent
this tavern. Yog, a half-ogre, is mean enough to keep trouble down.
Other SItes
Arena: near the center of the city is the gladiatorial arena. Many
humanoids fight in the arena, as well as convicts, political prisoners,
and professional warriors. On most days, the arena is open, and a warrior
could get some practice with the gladiators, but some of them play for
keeps. The noble houses also each try to introduce exotic monsters into
the arena, the more exotic the better. Some nobles have also taken to magically
experimenting and augmenting humanoids, humans and demi-humans.
(island) This is the location of the Kelevantian presence in Skavont.
The Island has a heavily defended castle connecting to an underground cave
system; watery caves provide a concealed port for smaller vessels. The
island itself is not very large and quite rocky; there are not many areas
that a landing can be made.
Red Tower: This structure is a small tower located in the Low
quarter near the wharf. It radiates a great amount of heat, burning any
who come near it. It mysteriously appeared in 4756, and blasted many nearby
buildings in the explosion that heralded its appearance - many still have
not been repaired. At times, fiery creatures (particularly Salamanders)
leave the tower, and torment convenient victims. No one has dared to enter
and returned to tell anything about it.
Personalities
Warriors
Mages
Priests
Organizations
Mages' Schools
Thieves' Guilds
Ganae Gazetteer
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