The other large ruin is the Ruined city of Stuj, named after that warlord that defeated Grumak'rak and his Orc Hordes. The treasure allowed him to set up his city on the banks of the Trandle River and attract many of the people from Aswland. The proximity to the Dwarven city did not hurt the town. It soon grew and expanded. One hundred years after its founding, there was an especially wet year in the continent and the River flooded its banks high enough to top the walls of the city. When the flood subsided, the city was destroyed. Silt had settled ten feet deep inside the walls and the sturdy walls kept the water inside for several years. The people fled with the largest and most influential merchants and settled at Trandle's Stand, the point that marked the high water mark of the river in that flood. By city ordinance, no living structure is allowed between that mark and the river. By design, all the warehouses on the river have an entrance that is above that high water mark and none below. There has been no flood that high since, but it happened once so the city fathers are intent on it not happening again. Stuj Is a different kind of Ruin. The ruin is four hundred years old, but it has remained un-looted. Partially this is because the entrances to many of the buildings are deep under ground now and buried deep, but the other reason is that many of the buildings are haunted by undead. The locals refuse to come as close as to touch the walls and none will spend the night near the walls. Boats traveling down the Trandle have no difficulty of passing by the city if they leave at first light. Going up the river is another thing altogether. There is a town that has grown up at the spot down river of the city where boats have no problem passing the city if they leave it at dawn. There is a rumour that there is a powerful Vampire that lives in this ruin. There is known to be powerful demons also living here. As well as a plethora of undead. There is treasure here too. There may even be a dragon living here too. It was a small city and very wealthy too.
The City of Causnought is only three hundred years old. It grew quickly after the fall of Gladen, two hundred years ago. It is situated on the Gwendyl River, above the high water mark of the flood of hundreds of years ago. The city grew first as a holding of the kings of Gladen and later with the blessing of the Elves of the Wöse. When the city of Gladen finally dwindled down to nothing it was Causnought that picked up the slack. It was used as a minor trade port of the Dwarves and of the Elves. It was of minor importance until the Dragon attacked the Free City, then trade from e Empire increased through the Elven Wood and the city began to grow. The people feel much safer so far from the Dragon, but not so safe as to not be vigilant. The forces of the Dragon Carved out a larger portion of the land between the free city towards the Earldom and the patrols have increased proportionally. As have the number of Dragon sized weapon installations on the city walls.
The oligarchs of Trandle's Stand. The city has been ruled by a council of Guildmasters for as long as anyone can remmeber. They are more concerned about money than anything else, but this does not mean that they do not worry about the defence of the city. There is close to twenty different guilds but a seat on the council is dependent on income of the guild, so there is much concern about that. Things have changed in the past generation. Increased trade with the Dwarven Empire has meant that money is higher than in the past, so there is more money over all so more trade and more Councilors. The city does not have a guard or a army, but it does have laws that say that mercenary armies must contribute ten percent to the city in times of peace and a third in times of war. The Dragon taking the free city has increased the numbers of mercenaries in the city and the increased control of the area after its fall, and now when the Dragon has made a push for control too.
One of the darker sides of Trandle's Stand is slavery. The practice of slavery is not well known, there is no slave market in town. It is complicated. The practicing of a guild trade is often expensive and the Oligarchs understand this; they make it that way. One method of paying the fees is to sell the guild an offspring and attempt to repurchase them after five years. Selling someone allows is payment for a period of five years. The gamble is whether the family can make back the guild price of five years, plus interest of one year in the five years. Often the guild will train the slave in the guild trade during that 'indenture' period and if the child can be bought back, the family will have a well trained guild worker. However, not all children are suitable to the trade they are sold to. In these cases the child is sold to military applications or hard labour, or more likely in the slave markets of Gutral Mastekeena. Some families make it a habit of selling their children to pay for guild fees. But this can be a dangerous practise, if the guild does not make its money back because of substandard merchandise, they have been known to declare the family in breach of contract and enslave the whole family. It is a story that is circulated widely enough that most people make sure that the children that they sell are old enough to be useful or with full intention to pay the guild back. Another form of indenturtude is failure to pay taxes. There are laws that say that the guild slave may buy back their freedom by earning the original debt plus interest as well as the price of board, but since the Guildmasters has the final say as to the value of the work that the slave does, in practise few well trained slaves gain their freedom. Many guildhalls have a number of slaves in residence, this causes a fair amount of resentment as it limits the numbers of apprenticeships availible. Slaves are marked with solid neck coffel with the guild mark prominently displayed. The material of the coffel denotes rank, iron, copper, silver and gold.
New Background Slave.
Proficiencies, Athletics, Insight
Tool Proficiencies: one set of Artisan tools or one Martial weapon and medium Armour.
Equipment: set of common clothes, a token to remember of your parents, a small knife, a belt pouch with your Master's insignia, and a tally as to how much is left on your indenture.
Feature: Valuble Property
Because you wear a coffel people who might be inclined to rough you up become disinclined, knowing that the penalty for damaging Guild property is quite steep and that killing you might result in their enslavement. Also because of your coffel, you represent your master and you can get away with small purchases by saying that they are for your master, however, when your master finds out you may be in some trouble.
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