Dunvaint was a sad, dark microstate situated in Amusa during the PR era. Nestled between the lands of Troverth and the Kingdom of Xender Pleth, this small city was able to maintain it's independence as it was located on an often inaccessible tidal island. Helping it too was its reputation as a cursed city, mostly due to the foreboding phenomenon known to its citizens as Long Night. During the twilight years of the PR era it was ruled as an authoritarian theocracy by the Trieus Kirk.
Geography[edit | edit source]
The city of Dunvaint encompassed a small island off the coast of eastern Amusa. Access to the island was highly limited as the tidal causeway that connected it to the mainland was often submerged for days or weeks at a time, and the waters of the strait were choppy and rock-filled, making it a dangerous crossing for smaller ferrycraft. Though journeying in from the open eastern ocean was possible, it added days onto a seemingly simple voyage. This resulted in a highly insular community, with most visitors just being either determined traders or the most zealous pilgrims.
While some portions of the island were reserved for small terrace farms and allotments, most of the available land was covered in buildings, many with precarious ramshackle structures built on top as the population climbed. Much of the island also contained a series of labyrinthian tunnels underneath, mostly consisting of sewers or sectioned off for mushroom farming; often both in the poorer areas of the city. Some of the most destitute members of society wound up in small communities within these tunnels, where crime and poverty were rife.
Industry[edit | edit source]
Life on the island was mostly supported by two key industries. The wizards who founded the settlement originally chose the spot due to the abundance of incredibly rare kelp. Seapage Kelp could be farmed in abundance in the rocky strait between Dunvaint and the mainland; a seaweed rich in magical potential whose pulp formed powerful parchment for spell scrolls. Harvesting the kelp was an incredibly dangerous profession, however the paper created was highly sought after throughout the entire realm.
Secondly the island was a hub for leviathan hunting. With easy access to the vast eastern oceans of the realm, whaling became a huge trade as industrialisation swept across Quelmar. Whale oil became a staple for many cities, particularly in regions where traditional production methods where ravaged by centuries of constant war and destruction. The more daring hunters would be seeking Krakens, as their blood became a highly addictive combat enhancing serum during the War of Many Names.
History[edit | edit source]
Mages' Citadel[edit | edit source]
Dunvaint's history seemingly stretches back to the early days of the PR era. With Troverthi control over northern Amusa spreading during the first Realm War, their anti-magic policies pushed arcane researchers to the fringes of society. Some time before 120PR a group of powerful mages founded the citadel of Dunvaint, an institute of knowledge and learning away from the prying eyes of any meddling kingdom. For centuries these wizards lived sequestered on this island, however sometime following the return of dragons the island began to take on refugees and the city below the citadel began to take form.
The City of Dunvaint[edit | edit source]
As the wars of the realm raged on and the population swelled, the Mages took issue with their lands being occupied. Unknowingly, their generations of study had opened their minds to corrupting influences; a weakness exploited by the dragon queen in her crusade across the realm. Turning on the population, their reign of destruction was luckily thwarted by three heroes before the city could be annihilated, though all three gave their lives in the process. The ruling of the city was taken on by a council of the city's key factions and industry leaders.
Foundation of the Kirk[edit | edit source]
Veneration of the three heroes' martyrdom swiftly spread among the population, and the Valourous Order of the Three was formed. Also known as the Trieus Kirk, this religious sect was founded on the principles of the Sword, the Shield, and the Light. As their influence in society grew as did their zealous and fanatic nature. Touting themselves as the protectors of the people, the Kirk morphed into a more militant force, with decorated knights and fervent preachers become a daily sight. Constant indecision and bureaucracy within the City Council allowed the Kirk's influence to grow mostly unchecked over the decades.
During the True Dark of 1264PR the city was enwrapped in the dark embrace of the ominous fogs for almost 4 months. The Valourous Order demanded strictly imposed curfews throughout most of this time, citing demonic incursions under the cover of darkness. When the fogs finally lifted, several sections of the city had been ravaged and destroyed, including some wealthier districts where much of the city's leadership had lost their lives. Thankfully the Kirk's holy forces had fought to stem the tide and protect the remaining citizenry, and declared the city officially under their permanent protection.
Absolute Rule[edit | edit source]
Life under the Trieus Theocracy was a bleak and humble existence. The Kirk took control of the former citadel, building it up as an impregnable fortress while expunging any remaining trace of the research of generations past. An official Inquisition would "keep the people safe" from the fiendish cults and wayward souls that sought to corrupt the population, and there were few places their jurisdiction did not reach. Conscription into militia duty became a requirement for all citizenry. Though the key industries that kept the city alive were allowed to remain, they were denied their previous levels of influence found before in the council.
Long Night[edit | edit source]
Long Night (or Long Dark) was a supernatural phenomenon localised to the city and it's surrounding waters. It would come with the arrival of the dense ethereal fogs that South East Amusa was known for, but would shroud the city in night-like darkness regardless of time. Normally a Long Night would linger for several days though it wasn't wildly uncommon to last up to a fortnight. The longest recorded was 3 months and 24 days in 1264 PR, a period who came to be referred to as the True Dark.
Long Dark marked a dangerous time for the average law abiding citizen of Dunvaint. A time for unsavoury characters to perform their unsavoury business, and - if tall tavern tales were to believe - when dark profane creatures stalked the alleys and sewers of their fair city.
Its origins were unknown but widely speculated on, from dark magic curses to planar shifts to divine machinations. Many attributed it as merely an extension of the ethereal plane, believing it to weaken the barriers between the Prime Material and the Outer Planes. For this reason the city became a hotbed for various cults' activities, particularly fiend worship.