Caervolds’ Elven Village

The “Elf Village” is a forest of stone trees. The designer built towers of various sizes, the dimensions of which vary based on the structures purpose, and built arches at random spots to simulate branches. The simulated branches have grooves on the top filled with soil and living greenery (an attempt at leaves). These are the homes and shops of the Elves of Caervold.

The effect is not wholly unpleasant. The streets are well shaded, the buildings are weather proof, and the area has a charming Sunday afternoon quality to it. The trouble is that in order to build these immense tree simulations the Human government had to tear down an equally immense ancient sylvan grove. They cemented up a sacred pool to form the Villages well and cobble-stoned over many rare plants. The Fairies who lived in and around the pool were driven out, except for a sad few who still brokenheartedly flap around the pool with droopy wings and gloomy expressions.

Young Elves who would have once been promising warriors and hunters now become very skilled assassins, Elven youths with a talent for the mystical arts who would have done well as healers and dream weavers now specialize in the reanimation of dead matter.

The main income in the community is from the thriving herbal drug trade, and flesh merchants. Elven men and women sell themselves in order to afford the drugs that are grown there. Behind the facade of the fairytale Elven town lies a beating black heart of sin and vice. The narcotic plants that are grown here are renown for their potent effects on Humans and are sought out by bored young nobles looking for a good time.

Authorities say that they are against these drugs and make a big show of  supporting rehab clinics, while behind closed doors they quite happily allow it to continue. As long as the Elves are to busy poisoning themselves they won’t realize how bad they are being screwed over.

The “Villages” of Caervold

The Villages are demi-human ghettos. They were built based on human misconceptions of what each race would find comfortable. The human sections of Caervold are eclectic, fashioned too each humans particular tastes while blanket assumptions about each race were made during the construction of the villages. This attempt to make each race happy (sedate & mollified)  resulted in a slap in the face with the stereotype stick.

Dwarf Village- The Dwarf Village is entirely interconnected with above ground stonework tunnels. at each entrance/exit there are guardian statues carved into the artists vision of a Dwarf. These crude statues are chubby and cheerful, wearing leather smiths aprons and conical hats. Various reliefs along the tunnels were carved by the same artist. They feature other images such as Dwarven parents cradling a rock in swaddling clothes, training badgers to do tricks, and grooming each other (in the style of monkeys picking fleas). these statues have been largely defaced by the Dwarves.

The interior of these tunnels and building have been extensively remodeled over the years with walls between buildings knocked down and ground level tunnels have had their bottoms scrapped out forming a keyhole shaped road way. Deeper in this warren of tunnels new artwork has been crafted. The Dwarves have made it their own.

The outlying tunnels are almost too narrow to allow Humans to enter so those humans who venture in don’t usually go very far. If they did they would discover that the interior tunnels widen out big enough to allow carts to pass side by side and massive buildings hosting a wide variety of businesses and shops all operating without sanction.

Tunnel Rats- a Dwarven gang

In Caervold there are many tunnels, pipes, and conduits. Slithering inch by inch through them are the Dwarven gang known as The Tunnel Rats. In Caervold Proper parents tell their children not to spend much time on the privy lest a dwarf slither up their bums.

In truth they use the secret and narrow tunnels to move quickly and quietly across the city. Mostly they are harmless until provoked, mainly spending their time as spelunkers of the underbelly of the city. They drop down seemingly bottomless shafts with no fear, hurtle themselves across chasms, and scale slimy walls. They can pop out at almost any time or place with little warning. In one of the oldest bank vaults in Caervold Proper there is a carving at the top of its one hundred foot ceiling, a small, chisled rat. despite years of searching no one has yet been able to figure out how they got in even with magical means.

A Tunnel Rat is dressed in water proofed black leather armor designed to facilitate their climbing activities. With criss- crossing leather straps of varying lengths held down by small, but sturdy, buckles and clasps. These straps hold a wide variety of tools such as, hammers, spikes, rope, pry bars, chalk, and knives.

Their long hair is bound back and covered by a black bandanna, and their beards are kept short. A pair of goggles keeps water and gunk from blurring their vision. They delight in making their mark (usually a stylized rat with a personal symbol) in hard to reach places as a form of bragging rights, or discovering new sections of a seemingly endless network of tunnels and pits.

The typical Rat spends his day living the usual quiet life of desperation that all oppressed people do, but after hours they meet and go explore. While seeming mostly benign they still get into many scraps with other gangs. When this happens they fight with long single edged blades, thick and sturdy blades. They also employ explosives and small crossbows, their best and most effective weapon is enemy baiting. They will  taunt an enemy then dart into a tunnel, when the enemy gives chase they will find themselves falling down a concealed shaft, or perhaps emerging in a large opening surrounded by other Tunnel Rats.

They are a gang for hire with no allegiance. The Tunnel Rats will move contraband unseen, perform assassinations, retrieve items, and spy on your enemies all for a fee. Payable upfront…no refunds. If you cross the Tunnel Rats in a deal, woe to you. They will find you, they will get to you, they will destroy you. Dwarves have long memories and deep loyalties.

They are sometimes solitary but realize that when in the deeper tunnels a team is necessary. An exploring team consists of five Rats, usually friends of the one who organized the event. When a Tunnel Rat gets into a fight all Tunnel Rats in the vicinity will come to his aid. If you cause harm to a Rat you become the enemy of all Rats.

Older Tunnel Rats spend more and more time in the tunnels of Caervold and Rat legend tells of “The Mole” a dwarf who lives in the lowest levels of the city. A mysterious figure who occasionally surfaces to perform some actions and then disappears again.

It is rumored that The Tunnel Rats have discovered ancient secrets in those tunnels. Others say they are building a secret Dwarven army to take over the city, or that the number of Dwarves on the cities record books is artificially low owing to a thriving underground city. Ask a Dwarf and you will only get a chuckle, maybe a gentle shake of the head and a smile. The only reply you will get is “Maybe you shouldn’t put so much stock in tunnel tales”.

The Crowns- a Human gang

There are only two requirements to joining The Crowns. First, you must be Human and second, you must pay an annual membership fee of one thousand crowns.  They meet in private clubs to boast and brag in a setting reminiscent of a hunting club.  These posh clubhouses are filled with the best amenities and services money can buy.

The membership of The Crowns is drawn from bored rich kids.  In fact joining the crowns while in your last years of formal education is considered a right of passage among the privileged elite. Many former members have gone on to positions of great power and importance in the city.  Past membership can serve as a little grease on the political wheels for those aspiring to higher office. The Crowns have the best training, access to whatever equipment, arms, and armor  they want. The gang leaders are chosen based on several factors

  1. Wealth- those with the most money make the rules
  2. Experience- The longer you have been a member the more practical knowledge you have
  3. Training- Youth who are training to be officers know tactics and the art of war.

The gang is typically organised into units of five or multiples thereof. Each unit contains one wizard, two warriors, one ranged, and one scout.  If the unit contains ten then each type doubles. The leader can be any one of these types, it is also mandated that each unit contains one person trained in healing. This is the standard, however on occasion units will be assembled to fit a particular prey.

The Crowns don’t fight for money, or turf, they fight for prestige and trophies. An attractive Elven concubine (once rendered sterile by magic),or  a piece of Dwarven craftsmanship both make for good examples. They tend to stay clear of more grisly items unless particularly blood thirsty as that would tend to work against prestige. Your actions while hunting will earn you a nickname, this name will eventually be the one that other members know you by. For example a wizard named Genivieve that gets hit with arrows habitually might become known as “Genny six pins”.

Conflict between clubs is discourage except for in special tournaments, and of course when hunting….well accidents happen. With that said however, pranks, political backstabbing, and general one-upsmanship are the rule. Arguments between members is resolved by a hearing with the five most experienced members sitting in judgement.

The gangs heraldry is a stylized crown with an actual gold coin in the center. There is a number displayed on one face of the coin indicating the years of service, with a falcon on the other. this coin is enchanted to ensure it is genuine and not a forgery and is kept by the member even when they leave active service. It is this coin that will always allow them access to the gangs private clubs. Losing this coin means losing membership, finding anothers coin or taking it from them either by stealth or combat means that the coins original possessor counts as one of your kills. If the person who lost the coin wants it back they have to go to the winners club and ask for it, at which point a massive hazing begins.

Boneweire, Another Caervold street gang

The Boneweire could almost be more a cult than a street gang.  This Elven gang is led by mysterious robed figures who have turned to what Elves once considered the blackest of magical arts, Necromancy. Dark times call for dark gods however, and these Elves have turned to the worship of death. This practice is not the blind necromancy of human mages however, Their magic is guided by the hand of the Elven angel of death. This gives the priest-magi complete control over the gate between life and death.

With this magic they can keep healing, regrowing limbs, and regenerating eyes. Once the gang members can no longer be brought back in life, they continue to serve in death. Using their enhanced arts, the ritually cleansed bones of the gang members are fused with their Elven souls. This results in animated bones that still contain memories and are capable of critical thinking. It is rumored that all of the robed figures are liches, sacrificing their flesh to bridge the gap between this world and the next. The creation of zombies is never practiced in this manner save for punishment for betraying the gang.  A zombie thus created would feel the pain of its flesh rotting ever so slowly, driving the person mad. These mad ones are forced to serve as well, compelled by the promise of deaths sweet kiss.

They practice a form of ritual tattooing that allows the colors to permeate their skeletons, so that even in undeath their deeds are known and they can be identified on sight. The dead continue to decorate themselves, placing jewels in empty eye sockets, gilding sections of their bones in silver and gold, and attaching the hair of slain enemies on their skulls. A member who has breen brought back in such a manner is revered by the others as it means they have given the ultimate gift to the cause.

What is the cause? This is unknown to anyone including the gang members themselves. Only the robed lords of death know for certain. What is known is that they go out by night and strike targets for goods, money, and slaves for trade. They use the vast network of sewers and other subterranean tunnels to travel anywhere without restriction. It is thought they they also call these tunnels home and that this is the largest gang in all of Caervold.

They fight with sword and daggers, bony fingers tipped with sharpened Elven steel. The undead gang members are relentless and, near as anyone can tell, indestructible.  If defeated the bones will rise again the following night and will hunt its slayer down.

The authorities do little to stop their excursions, not that they could really do much. It has even been rumored that the robed ones have been seen in the guild headquarters. these are unsubstantiated as those who spread these rumors are never heard from again. It does seem however that the guildmasters have lived very long, healthy lives.