Argellium is the seat of government of the Kingdom of Kelevantia.

History

Argellium was formerly known as Nosseth. it was the major port for the Duchy of Conodras prior to unification, and served as the center of power for the Duke of Conodras. When King Antíem was crowned, he chose the city as his center of power, and renamed it Argellium. It began to grow in size, as people came to help build and strengthen the new kingdom capital. From a port of 26000, it grew to its current size, and is the second largest city on Melarna (after Skavont).

People

Argellium is fairly cosmopolitan. The majority of the people are humans; dwarves are the most numerous demi-human race. While the people are not as open to new ideas as those from Zordon, they have generally adapted well to the changes in the city. The dwarves and halflings freely mix with humans. Elves are more uncommon, and reclusive. Most of the elves dwell in the noble quarter; many of the rest are transient. Gnomes (of various sub-races), orcs, and other sentient races can also be found in Argellium in small numbers too. The current population estimates are 78000 humans, 11000 dwarves, 4000 halflings, 3000 elves, other demi-humans totaling less than 1500.

Rulership

King Antíem Silversword, first king of Kelevantia (hm Pal16 of Athena, LG) rules here both fairly and firmly. The Church of Athena holds considerable influence with Antíem, but he, together with his queen Merilinia, rule with wisdom and strength.

As the capital city, and seat of the Duchy of Conodras, Argellium is directly controlled by the King. To assist him, he has an advisory council consisting of a priest of Athena (not the high priest), Seven guildmasters of the various guilds, elected from the membership of all the guilds, and the captain of the town watch. These people actually have much of the power over the city, although both Antíem and Merilinia have been quick to overrule edicts. The seneschal usually represents the king and queen in the council meetings.

Armed Forces

Three of Kelevantia's ten battle fleets are usually found in or near the city. Two are permanently stationed at Argellium, with a third assigned wherever trouble develops. This makes the city of Argellium almost impervious to naval attack, as the Kelevantian navy is unsurpassed anywhere on Ganae.

The army does not have as large a concentration here, but there are still a good number of troops on duty within or upon the castle walls, and local units in nearby villages, patrolling the countryside. Those members of the army stationed within Argellium serve as the town guard.

The Kelevantian military maintains a headquarters in Argellium. The High General and High Admiral both operate from Argellium. Along with the High Battlepriest (usually the highest level priest of Athena who is still able in combat, presently a P16), these individuals coordinate all military matters and make recommendations to Antíem.

The town watch is separate from the town guard, although the watch can call upon the guard to quell large disturbances (likewise the watch would assist in town defense, if necessary). Priests assist the watch in the enforcement of laws (Athenites are most common, Zeus' priests also are frequent, and other clergies contribute as well), and patrols are generally strong.

Sections of Town

Like all cities of its size, Argellium has a number of different sections, each with its own character. While the exact boundary of these sections is usually not clear, different types make the different sections home.

Nosseth (Old Town)

The original city of Nosseth is mostly intact, and many of its residents remember the days before the new city. The buildings here are the oldest in Argellium (many people still call this section Nosseth). A few nobles of Conodras have small mansions within Nosseth, and parts of it (particularly those parts near the Royal Palace) are still maintained beautifully.

Other sections are not so well-kept. With many merchants moving into the Streets of Silver (the merchant's section), many buildings have been partially abandoned. Those buildings and streets near the Wharf district are less-safe than most in Argellium. Some of the better shops are still open. The presence of the temple of Apollo in Nosseth has also drawn artists, who have set up shops to sell their work to nobles. Nobles frequently are seen wandering these shops, looking for new artists to patronize. Most of the elvish population dwells in Nosseth.

The old walls still stand around Nosseth too; the gates are always open and unguarded. They serve as a visible reminder of the history of the city.

Streets of Silver (Merchant's district)

With the expansion of the city in all directions, many merchants brought their wares into the city. The Streets of Silver are in the western part of the city, between Nosseth and the outer walls, with gates onto the roads leading to Rhynn and Horthen. Here most people in Argellium can be found at some time. Cart vendors fill plazas, selling produce from the countryside, while shop-owners produce goods for noble and commoner alike.

Most of the buildings are newly-built, although a few of them were converted farmhouses. Patrols are common here, and it is generally quite safe after dark. To the south, the Wharf district occasionally has troublemakers, as well as from the Blags to the north; merchants near those areas generally have slightly better security, and less tolerance for trouble-makers.

The Blags

When the city was expanding, housing for all the builders was first constructed. These buildings, and the people in them, became known as the Blags. Once most of the construction had been completed, many moved on to other cities, while the rest remained to do small-scale work. Some joined the army, erecting fortifications along the front lines. Other people moved into the area, generally people who had little when they came here.

The people of this region are poorer than most in Argellium. To make matters appear worse, a small tribe of orcs (under 200 in number) has settled in the Blags; led by one of the only female orc-chiefs, who has renounced the evil ways of her people, along with the rest of her tribe. Some of the orcs actually are trying to aid the watch in patrolling the area, while others still try to bully those weaker than themselves.

The town watch is probably thinnest here (although still stronger than many cities). The cheaper bars and entertainment can be found here. The buildings, some hastily constructed, are frequently in need of repair, and sometimes resemble a hodgepodge of building styles, as the local builders each added their own styles to their buildings.

Wharf District

The Wharf District is actually composed of several sections. The wharf proper is the docking-place for merchant vessels and other ships owned by citizens. It is south of the Streets of Silver; it has taverns and shop-owners typical of such a region. A number of Warehouses, owned by merchants and transport companies, lie between the docks and the merchants.

When the city was expanded, the citizens of Nosseth were concerned of the increased traffic thru the sections of the city. To reduce the danger to Nosseth (and appease the people), the wharf region of old Nosseth was converted to docks for the Kelevantian navy; vessels of VIPs also use these docks as they were close to the royal castle. Naval officers strictly discipline sailors who cause trouble to the local population in any port; sailors on land will fall under the jurisdiction of the town watch also.

Where the walls of the city approach the water is a keep, attached into the wall. This keep, known as Shell Strand Keep (for the lovely strand of beach nearby that is a favorite of locals)helps protect the city from naval invasion. Together with Goldenrock and Eastern Shield, this keep helps defend the city against any naval attack.

Civic District

North of both the Crown District and Nosseth is the Civic District, also known as Stadium Quarter. The offices and garrisons of the town watch are kept here, as are guardhouses and armories for the town guard and Kelevantian army.

The largest structure, and at this point the most popular, is the Grand Stadium. This is a large stadium/amphitheater, used for major events. Chariot races, olympic-like games, and elaborate theater can be seen here. The plaza is also used by the Kelevantian military for drills, mock battles, and so forth - even these bring an audience. Recently, some former gladiators from Skavont have petitioned to hold gladiatorial combats; this request has been refused by the royalty.

The city council also has a building here for people to meet with council members. In reality, it acts as a reference, so that people who need to address one of the council members will be directed to that worthy's shop (if one of the guildmasters) or the temple.

The various guilds also have guildhouses in this district. Most of the craftsmen guilds are active in lobbying the council; when the term of a council member ends, the guilds' politicizing to get their representative selected rivals the intrigues of the Golden Quarter nobles.

The Crown's District

The Royal palace sits directly across the Aralus river from Nosseth, on a bluff overlooking the bay. Its walls are both high and thick, and the palace has its own crack company of defenders - the royal guard known as the Silver Wings. Across the Crown Plaza from the palace gates is the Great Church of Athena. Flanking the Great Church is the Royal Hall of Knowledge, the library maintained by the Athenites with the support of the monarchs.

Also within the district is the Chamber of the Councils - a moderate building where both the noble council meets to discuss matters concerning the kingdom, and the city council meets about the city. The Kelevantian Investigative Service also has its headquarters in this district, near the library and the Hall of Shields.

The Hall of Shields is the center of the Kelevantian military. Both the Admiral of the Navies and General of the Armies dwell here, and use the Hall (more of a large, fortified manor house) for their offices.

The Dwarven Temple complex lies on the northeastern corner of Crown District, and is considered by many to help divide Crown District from the Streets of Copper.

Golden Walks (Noble's Quarter)

Subtle clues tell the city traveler that he has passed from Crown District into Golden Walks, the Noble Quarter. Golden Walks is the location of many nobles' manors, all newly built. There is something of a competition with the young nobility, both in tastefully decorating their summer homes and in seeing which nobles can attract the most honored guests at their parties; therefore, elaborate balls and festivals are common. The Nobles of Conodras, who mostly dwell in Nosseth, view such events as lacking in decorum.

The town watch is fairly common here; however, many of the nobles have their own household guards. Many nobles' guards do not get along with the town watch, since the household guards are generally paid better and pampered (at least in the eyes of the watch). This district is also a favorite for accomplished thieves; those that can penetrate the nobles' defenses usually are not caught, as being robbed is considered scandalous by many of the nobles.

Recently, a few very successful merchants have purchased land in Golden Walks. Their presence has scandalized some of the nobles, while others have welcomed the merchants (albeit in a patronizing fashion). Intrigues are rampant at the nobles' parties.

Streets of Copper

The Streets of Copper is a smaller merchant district on the northeastern corner of Argellium. Named derisively the Streets of Copper (to indicate an inferiority to the Streets of Silver), the name stuck. The merchants here generally have smaller shops, and less selection; the quality of goods is at least as good though. Many dwarves and other demi-humans apply their crafts here, and some quite amazing crafts come out of this district. While the Streets of Silver has the richer merchants, merchants within the Streets of Copper are generally more innovative or talented craftsmen.

This district also has several plazas, and the gate for the road leading toward Turnam stands here. The law is fairly strong in this district, in part due to its proximity to the Civic District.

Salton (Salty-town)

When Argellium began to expand, a small fishing hamlet in Vantal bordered the Aralus river. This land was useful to the city, as there was a prominent inlet which could harbor additional vessels if necessary. Therefore Salty-town, or Salton, was annexed.

Salton lies just south of Golden Quarter. The border between the two is obvious - the Avenue of Eagles. Antíem decreed that the people of Salton should receive the benefits of citizens of Argellium, and had as much right as the nobles of Golden Quarter to stroll in Crown Plaza. Therefore, the Avenue of Eagles became the dividing line, and nobles were not allowed to interfere with the people of Salton. Despite these overtures, the Saltoners generally do not intermingle with other citizens of Argellium for the most part.

At the south end of Salton, on a small hill overlooking the bay, is a fortified keep, known as Eastern Shield Keep, connected to the city's walls. There is a tower, also attached, that provides an excellent overlook of the entire city and bay. The location of Eastern Shield was one of the primary reasons that Salton was annexed, so the locals have mixed feelings about it.

Saltoners live off the Bay's harvest. Many are fishermen, and are a quiet but proud people. Some have begun to sell their catches in the Streets of Copper, but most prefer to keep to themselves. The piers here cannot dock large ships; small fishing boats and netters are about the only vessels seen on the piers.

Small shrines to various sea-gods can be found, including shrines to Poseidon and Xerbo. The clergies are friendly rivals, and many are fishermen, just like those attending their shrines. In fact, it is not unusual to see priests engaged in arguments such as which type of bait is particularly blessed to catch fish on a particular day, while baiting their hooks to prove their point.

Sites around Argellium

Churches

Great Church of Athena: the largest temple of Athena on Ganae and the center of Athenian religion. The temple is run by PPP, a P18, has over 100 priests and priestesses of various levels, as well as a force of warriors and paladins who are devoted to the temple. The great Church has a large center of study, and expert artisans are invited to teach their crafts to clergy and church-goers. The temple is also the largest temple in Argellium devoted to a single god.

Dwarven Temple Complex: As staunch allies of Kelevantia, many dwarves make Argellium their home. The dwarven temple complex in Argellium is the largest concentration of the dwarven clergy outside of any dwarven lands, and has shrines or temples to all major and many minor dwarven deities; Services to most dwarven deities are held on a weekly basis. The highest level Priest is always a priest of Moradin; presently the position is held by DDCC. The high priest of the temple also serves as spiritual advisor to the Throndheim ambassador, Kharston the Bear.

Taverns & Inns

Golden Dolphin: a nice upper-class tavern, frequented by visitors to the kingdom, adventurers, and nobles. Prince Alturion occasionally visits the Golden Dolphin. Prices are a little higher, but the service is excellent.

Drunken Dragon: a fair-sized popular tavern known for its decent food, cheap ale and buxom lower-class wenches, and low-brow tastes. Gambling and Darts are common, as are bawdy song and dance. Margump, the owner, is a retired adventurer, and his strict no-weapons policy helps keep the frequent fights from becoming bloody. Grumblerock, a dwarven warrior from Margump's adventuring days, is a brutish-looking dwarf who acts as bouncer.

Blue Boar Inn: a lively place, with a good cross-section of patrons. There are various performances nightly of all types, ranging from off-color drinking songs sung by sailors to elegant elven melodies, from jesters to sword-dancers. One regular musician is a human woman named Sipha, who performs nightly. She has come from the Lintham Isles (an island chain off the eastern coast of Melarna). The Blue Boar is near one of the city gates and the waterfront.

Barnacled Bullfrog: a favorite tavern of fishermen in Salton. Food is fair (and almost exclusively seafood), and the ale is good. There is usually no entertainment; the patrons prefer a quieter atmosphere to socialize.

Old Lumber Inn: an older inn in Nosseth, catering to wealthier clientele.

Other Points of Interest

Goldenrock Island is an island in the mouth of the bay which guards the entry into the port of Argellium. A small but well-fortified keep sits on the highest point. There is a small garrison of crack troops there. Unauthorized visitors are not allowed.

The Clock Tower is a tall structure which can be seen from the palace and much of the city, and the clock is currently under construction. Located in the Streets of Copper, it is built on a local high-point out of an old blacksmith's shop. An eccentric gnome is the primary artisan, and has tested several mechanisms to get the clock to work. People living in buildings near to the tower have found other places to live; evidently smoke, strange noises, and occasional pieces of metal have been known to come out of the tower at odd times.

The Vanishing House is a house said to be owned by a median-level mage. At odd intervals, the house and its owner vanish from the city, sometimes for months at a time. Various rumors have sprung up; the reclusive owner had been seen with the Prince before the prince's disappearance last autumn.

Castle of Winds: Occasionally, a castle high upon the clouds drifts over the city. It stays for a short time (a week or two), and then leaves the area. A few obviously magical craft transport a few inhabitants (humans and elves) to and from the cloud castle. Not much else is known about the castle - people following it out to sea to follow it report that it mysteriously vanishes from sight.

Personalities

Ambassadors

Kharston the Bear: the Dwarven ambassador from Throndheim

Mages

Priests

Organizations

Thieves' Guilds:

Argellium has several guilds of thieves operating within it, as would any city of its size. However, many of the thieves which would elsewhere turn to larceny have several more legal options in the Capital of Kelevantia. Because of the strong lawful and organized bent of the society, larcenous thieves have a difficult time staying ahead of the law.

The Kelevantian Investigation Service is a special investigative force which acts as a special branch of law enforcement. In its numbers are many thieves (especially investigators and troubleshooters), mages (especially diviners), and a few psionicists. Other classes are also welcome, but the KIS prefers members who can operate in intelligent and discreet ways. Members of Athena's clergy are well disposed to investigators, and frequently help with divinations.


Ganae Gazetteer

Back to Dungeons & Dragons Page