The Principality of Kouz

 Principality of Kouz (Hex #0207)


West of Orm, the city-state called Kouz surrounds the mouth of the Rusted River as it feeds into the Cerulean Sea. The settlement is ruled by a lineage of vat-created Prince Regents. Upon death of the Prince or the centennial memory reset faced by creatures of the vat (followed by banishment), a new Prince is created in the Principality's singular functioning vat. Since the installation of the Princes after the defeat of the Sorcerer Kings that once ruled over Ur-Dun, Kouz has flourished into a hub of trade and home of the performing arts. This renaissance had been shared by its sister city-state, Barbasso, until unrest right after the Cerulean War saw that settlement exile its noble class and fall under the increasing authoritarian of its overlord, the Faceless One. 

Beyond the cliffs of Kouz, the beginnings of red grasslands of the Sunset Praire stretch north and west. The depression cut by the Rusted River over the aeons leaves Kouz situated to be the last natural port of access from the Cerulean Sea to Ur-Dun proper until Orm about 60 miles (as the crow flies) to the east. North, one can follow the mineral-heavy Rusted River to Kouz's former sister city-state Barbasso.




The sight of Kouz itself was once a sea-side resort in the waning days of the Empire-That-Was. Upon those ancient bones, the modern settlement of Kouz rests. Its misty, narrow streets follow patterns dictated by geography rather than a plan designed for easy navigation. At times, structures are built straight into the cliffs while others thatch-roofed buildings are constructed out of the stones of the Imperial-era villas that once dotted the landscape. Where the Rusted River feeds into the sea, a bustling market stretches along the pier and out into some permanently docked vessels. Nearby, the slums of Kouz has grown up along a part of the coast here not as sheltered. Its hovels and shanties constructed out of scavenged materials rejected by others.

Much of Kouz thrives off of trade and fishing but the settlement is known for its excellently manicured gardens, water art, and firm embracing of the performing arts. The people of Kouz may spend their days as breaking their backs as longshoremen or risking the dangers of the sea to fish but their nights are given to sensual indulgences. Once the tired red Sun as brought itself to rest for the day, the citizens of Kouz might be found out at The Hand of Fate sipping root teas imported from Barbasso as they listen to their renowned bards recite epic poems first penned to entertain imperial gentry an aeon passed or at Lavender & Smoke where they lazily puff on Sourwood pipeweed in streetside seating as as they watch hustling illusionists create visual delights that light up the night.

Like its regional cousin Orm, Kouz is currently in the abstinent days before the Procession of the Old Gods. Unlike Orm, this changes little in Kouz. It is true, Kouzi are not drinking at the moment and their meals are restricted to those centered on the sea food pulled from the Sea Cerulean sea rather than those imported from other parts of Ur-Dun. This however, seems to have no effect on their nightlife. They interpret no restriction on teas or pipeweed nor on plays or music or other performing arts as long as their is a thin theme tied to the grim mediations of the season.

New comers to Kouz, as they disembark at the settlement's pier, might overhear the following news from the throng that populates the area during the day:
  • A mysterious knight, wearing magnificent full plate, aided the Principality's forces in repelling a night time Sea King raid. There is much speculation as to who it is.
  • Lord Terwe of Ternax Hall has been visiting the Veiled Palace in an attempt to woo the hand of the eldest of Prince XIII's elfin wards, Melusine. The courtship seems to move slowly which some believe is due to Lord Terwe secretly favoring somone else.
  • Strange luminous forms have been seen moving in the mists in the early morning. The sightings have been dismissed by many as the elves of Everfall doing their part to rouse the Old Gods for their Procession but skeptics will claim that they haven't performed their role in this manner before.
  • Merchants have been filing gathering in Kouz as they prepare to go north to the Freecity of Barbasso. In a few weeks time, Barbasso will mark the anniversary of when it entered the "Era of Liberty" with a large celebration bringing all sorts of vendors to Barbasso.

The Veiled Palace

Current ruler of the Principality of Kouz: Prince XIII


Recessed in a large cavern overlooking the rest of Kouz, the ancestral seat of power of the vat born princes, the Veiled Palace, rests out of view of the harbor proper. It is here that Prince XIII presides over kouze. And it is here that the Dragon Slayers of the Drinking Crow aim to reach for there resides Klarion, the child magic-user and court mystic of Kouz. Crambo, recently of the rank seer in the Transcendental Congress of the Aureate precepts, seeks to use the mandatory right as guest per the magical order's rules to gain position in Kouz from which the group can gather further intelligence on Zamir "Big Time" Hashmi and the stolen statue. 


 Sidenote- Evenfall


Above Kouz sits an crumbling ruin, once the castle known as Evenfall. Supposedly, in its depths, one can find their way to the western-most part of the Twilight Shore. Travel any further west or north and one will find themselves in the lands held by the Sunset Elves. Home to Lady Blackmarsh's youngest sibling, Asteria, Evenfall stand against the passing of the light to darkness. It is said that when the tired red Sun finds itself unable to rise again and the starchild of the Nightmare Court ascend, that Evenfall will be the last holding of the elves of the Twilight Shores. The fey folk that reside in Evenfall are said wear their sorrow on their sleeves and are easily vexed by the behavior of outsiders.


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