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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