THE ENTHRONIAN PORT CARMALAD

Carmalad, located east of the Ancythrian Sea, once had been capitol of the former kingdom of Caltharia and now lies in the Santharian province of Enthronia. About 18.000 inhabitants, mostly humans, populate this cloth-dying city, but also a few rare elves or dwarves can always be seen in and amongst the human patrons.

The location of Carmalad

View picture in full size Picture description. The location of Carmalad in NE Santharia. Map drawn by Artimidor.

Location. Carmalad is located in the Santharian province of Enthronia, and is also the most important port of the timid province. The city is east of the Ancythrian Sea, and is north of the Alianian Hills. Carmalad is nestled against the larger of the twin rivers that run out of the Troll Mountains. It is also on the coast of the Adanian Sea, which provides trading routes with their northern friends, the shepherd men of the Kuglimz.

Coat of Arms.
As with all Enthronian coats of arms, this one is very simple. It shows the usual circle that is born by the province, but it also shows a square inside that circle. This signifies that Carmalad opnce had been the center of the Caltharian kingdom. The only exciting thing about the crest is that when viewed closely, you see the square is magnificently coloured with all the colours known to man, to show the city's strong art in cloth dying.

Description. Once a proud, strong city, the busy town is now the continental center for cloth and cloth dying. Along the borders of the city one will see vast walls with which the Royal Guard held off Mertogranís forces for two months in the year 833 b.S. There are seven long, single lane markets that wind around the city, selling mainly cloth, but also fish pulled from the Adanian Sea and the arm of the Wynein river that runs just north of Carmalad. A large temple dedicated to Grothar, God of Weather, is located in the northwestern part of the city, while a smaller one of Baveras can be found in the harbour district to the east.

The simple wooden housing they reside in is spread out, surrounding the main market places. The Carmaladians live in simple, wood based houses. They decorate their houses though with intricate pieces of woodworking, made by their Enthronian brothers.

A Caltharian Dyer

View picture in full size Picture description. A Carmaladian dyer at work. Drawn by Bard Judith.

Inhabitants. The 18.000 or so people in this city are like all Enthronians, fair haired and fair skinned (like their Caltharian ancestors), even though they spend a lot of time under the sun, they never seem to darken. Their hands though are anything but fair. The years of dyes have brought the hands of the trade to a stained purple colour, and there is certain honour and dignity given to those dyers with the darkest hands, as this shows that theyíve been at the trade for sometime, and thus are wise in this profession. The average height for a Carmaladian is just under 2 peds, and their build is light. All useful citizens who are not in the dying trade, are either fisherman/farmers, or are carpenters and/or other common workers that every city needs to dwell and prosper,

Within the household, the alpha male holds most of the responsibility and power. A wife is little more than a care giver and servant in Carmalad, except in troubled times, when they must help bear the burden of poverty, and take jobs with the various stalls at the market. There is nothing notable about religion in Carmalad, or the way it is practiced. They have temples and the like scattered about the narrow streets, of which the Temples of Grothar and Baveras have to be mentioned especially, where men and women go to pray for good weather, and quality wool. All citizens who are not in the dying trade, are either fisherman/farmers, or are carpenters and/or woodworkers. The only other profitable business in Carmalad, besides cloth dyer, is to be a trader, taking the city's wares to the farthest reaches of Caelereth, and bringing back what the city desires, such as spices and various foods. All the traders in the land come here to find the most extravagant colours and patterns to take elsewhere, for Carmaladian Cloth fetches a high price in any foreign land.

Lore. The city was founded by a group of refugees from the war torn area of the southern lands of Serpheloria. They settled on the spot, once their leader Tylan Bluecoat saw its peaceful surroundings. Tylan then assumed the role of King, and set forth the laws and principles of the land, which later on became known as Caltharia. Their religion is the same as in any other provinces of the United Kingdom, and they see to it in the ordinary fashion.

Government. The governing body of Carmalad was originally reserved solely for the King or Queen, as a monarchy was the first system of ruling put into use. After the Caltharian Empire faltered and was erased, though, the Monarchs lost the majority of the governing power. The slack was greedily picked up by the Military. Now the two powers hold congress to decide the fates of the city, and all their followers. The laws are strictly enforced, with most penalties being monetary, although the gravest of infractions could result in death by decapitation, albeit very rare that this is the punishment. Many insiders, however, see a third party involved in much of the law passing and other government responsibilities. The Guild of Cloth Dyers is a very lucrative market, and many people have their lives staked in the trade routes and possible taxes. So they tend to bribe the Council, to try to sway their decisions and judgements. This is altogether not fool proof, but it has served them well, so far.

Trade. The Carmaladian cloth dyers produce so much multi-coloured material that it has tremendous excess, and therefore must find takers in other parts of Caelereth. In this way, cloth has become a huge export for the city. The Carmaladians have found many trade destinations overland, but their main partner is the Isles of Quios. Boats take loads of cloth and black market magic to them, east over the Adanian Sea to the large and secretive Port of Gillwin, where boats from abroad are brought, and trade routes both begin and end here. Carmaladian men donít know who ends up with their cloth, but with the price theyíre paid, they arenít asking any questions.

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THE AGE OF AWAKENING
(YEARS 1.655 B.S. - 822 B.S.)
ca. 1200 b.S.
to 1150 b.S.
Carmalad is settled
Serphelorians escaping the civil war in the south found Carmalad, which is intended to be a city-state independent of Serpheloria. Some contact is kept with the nomadic Serphelorians by those who settle there, but over time this too fades, allowing Carmalad to eventually become part of Caltharia. People seek peaceful and prosperous times and the town grows quickly. This means also more progress for the nearby Jhehellrhim elves, but will turn out as a catastrophe in the end.
  

846 b.S. Erpheronia declares War on Caltharia
An Erpheronian herald, who is related to the Erpheronian king family, is killed in Caltharian territory by rogues. The powerhungry Erpheronian king Myrwodin, who seeks for a pretence of invading his weak neighbours for quite a while, interprets the death of the herald as an open offense against his kingdom and declares war on Caltharia.
  

843 b.S. Erpheronia and Caltharia sign the Declaration of Doovens
After 3 years of war Artero, threatened to lose his own life as well as the rest of his kingdom, is forced to sign the "Declaration of Doovens". Thus Caltharia is forced to sign the very disadvantegous peace treaty, where the Caltharian king is reduced to no more than a vassal of the Erpheronian king. Contained in the declaration are the following key demands:

1.) It is forbidden to the Caltharian king to maintain a larger army, which could serve more than defending purposes. A royal guard is granted, however.
2.) The Caltharians have to pay a very large sum in gold and supplies to Erpheronia immediately as well as high taxes every year to come.
3.) The region of Ancyros, north of the Ancythrian Sea, which is rich on minerals, is now property of the Erpheronian Kingdom.
  

833 b.S. Mertogran seizes power in Caltharia
After two months of siege, the rebels take the palace and King Artero "the Weak" is slain. Duke Mertogran proclaimes himself king and starts immediately with his second objective: regaining Ancyros, the land lost to Erpheronia. He starts to build an army, collecting all forces the dukes throughout the land can provide, violating the treaty with Erpheronia. This causes reinforced border patrols in Erpheronia.
  

823 b.S. Caltharia invades Erpheronia
The Caltharian army crosses the Erpheronian border north of Carmalad in a surprise attack, led by the rebel duke Mertogran, who slew the weak Caltharian king Artero, and vowed to regain the lost region of Ancyros. Although the stationed troups there put up a good fight, they are overwhelmed and slain.

The new Erpheronian king Erdolomin rallies his allies, which include the halflings living in Silvershire. The halflings are assigned to supplying the Erpheronian army with food, clothing, and other such things. It is believed the alliance is forced upon the hobbits through threats.

THE AGE OF THE BLOOD
(YEARS 822 B.S. - 50 B.S.)
822 b.S. Battle of Salazar
Awakening Earth. After first losses the Erpheronian army defeats the Caltharian invasion force.
Treaty of Veltin
Rising Sun. In the Treaty of Veltin the demands of the Declaration of Doovens are renewed and even more Caltharian lands are taken over by Erpheronia, among them Thantocha, north-east of the Ancythrian Sea with the important city of Doovens.
  

788 b.S. The Red Rebellion
Carmaladian royalty fears an armed uprising among its citizens, over the new taxation policy where all cloth dyed red will pay a high levy because at the time, the colour comes from the teki seed, which gives off a powerful, offensive odour that the king dislikes strongly. The rebellion is quickly stopped, however, when the King finds a new source for their dying needs he erases the tax.
  

482 b.S. Carmalad becomes Enthronian Capitol
King Thar of the Erpheronians unites the Kingdoms of the Erpheronians, Caltharians, Kyranians and Centoraurians. Carmalad becomes capitol of the new Tharanian province which is called Enthronia.
  

292 b.S. The Flight from Carmalad
Six years after the first massive invasion of the orcs at the regions of Nermeran and Vardżnn the united armies of the humans, elves, dwarves and halflings are forced by constant orcish approaches to recede with their troops to Carmalad. Although the joined army fights bravely reinforcements can not arrive in time and Carmalad has to be abandoned. As the defenders see no hope to save their lives at the Sarvonian continent the people of the four races leave together on all ships available to escape the unceaseable wrath of the orcs. However, many die before they can reach the ships meant to rescue them. The orcs raid the city, and pillage all they can carry.
The Reclaiming of Carmalad
Only a few months after the orcish forces have claimed Carmalad, a counter attack is launched by the united armies of the south with a valiant effort, and the human city is regained. The battered army strives to rebuild the city to its former glory.
  

72 b.S. Building of the Table
In 72 b.S. the Council Table is built and placed in the Hall of the Council. This table is going to be where all the decisions are made henceforth, with power distributed between the Duke and the military leader at the time. The Duke has little power, and therefore is not fit to rule of his own accord without the backing of the army.
  

71 b.S. Beginning of a New Age for Carmalad
The beginning of the New Age for Carmalad, where the words peace and Carmalad are one and the same and dyers of all skill can again prosper within the city walls.

THE AGE OF CHANGE
(YEARS 50 B.S. - 172 A.S.)
77 The Declaration of Carmalad
In a Declaration of Carmalad the Avennorians, Serphelorians and Caltharians vow to ignore Staranos' ambitions and proclaim Mantheros their king. Uncertainty spreads over the southern continent. Many people oppose Mantheros, fearing that he is too weak to support his claim without the necessary military force needed to back it up.

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