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Comments: 7
Ideas: 0
Rating: 3.6
Condition: Normal
ID: 5311

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October 15, 2008, 9:33 am

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Noamuth

By:

The forgotten realm

Noamuth
The region of Noamuth is barely more than a few brush scratches on most maps. The forests run right to it’s doorstep, where the mountains rise from the earth. With cool temperatures and rocky terrain it is scarcely inhabited. Farmers cannot till the rocks, and the mountain goats have been surly enough to resist domestication.

The Lauske Formation
The interior of Noamuth has long been protected by the Lauske formation, a great pile of shattered and splintered stone that pretends to be a range of mountains. The stone here is mostly soft and yields easily to the elements, but poorly to picks and hammers. Avalanches and mudslides are common occurences. On top of this the range is lacking in easily accessed valuable materials. Small amounts of jade and some small pink and green beryls can found, but little enough that no major interest has come in exploring the region.

The Dubo River
cascading down the eastern side of the Lauske formation, and holding the eastern border of the Noamuth region, the Dubo is a rough and tumble river of cataracts and small waterfalls. The largest falls some 80 feet before ending in a small lake.

The Gul Qu’madosfan and Gul Resk’afar
Separated by an unnamed rocky prominence of some height, the two bays Qu’madosfan, and Resk’afar form the north-western boundaries of Noamuth. The Qu’madosfan is by far the larger, but has resisted ships and traders with dangerous currents, ice flows, and hidden rocky barrier islands. More than enough ships have broken and foundered on the rocks, their crews lost to the cold waters. Resk’afar is smaller, and can be accessed by sea, but being further north is frozen over most of the year, and is only open during the summer months.

Noamuth Che’el
Also known as the Lost City, the Forgotten City, the City of Ghosts, and half a dozen other ominous names, Noamuth Che’el has stood alone on the frigid shore of Gul Resk’afar. It is known by these names because it is ultimately an unimportant city in an unimportant and hard to reach region. As such, few know about it, and fewer care about it. The only folk who make the effort to find Noamuth Che’el are mostly fishermen, whalers, and other oceanic travelers who venture far north into the icepacks, and then it is nothing more than a place to take on provisions and maybe some shore leave.

The City is nominally ruled by the Valuk, a title roughly equating to ‘king’ but not having the degree of absolutist power. The Valuk answers to the Valuk-el, a council of land owners, influential people, and magi. Che’el, like the rest of Noamuth is considered a human nation, but elves and elfin-blooded are the majority of the population, and the Valuk has always been an Elf by tradition.

As there is only one power base in Noamuth, there is little in the way of war, standing armies, or military outposts. The main form of combat is public dueling, which is discouraged and only legal if the forms of Kanly are followed. Kanly requires public declaration of hostilities between the two aggrieved parties, clans, or families. This limits conflict to arranged duels in predetermined locations, the presence of judges, and other measures to prevent bystanders being injured or collateral damage. Failure to follow Kanly generally ends in exile for minor to moderate infractions, execution for major ones.

Highly Visible Ninja
Drawn from the trope of the same name, there is a second option in Che’el for resolving disputes, the use of assassins. As war is rare, assassination is the best way to remove a foe or opponent without getting involved in Kanly, which only ends when one party is ground to nothing, or both agree to end the feud. The assassins of Noamuth are very good at what they do, killing and not being connected to the killing.

The Sussun Kieshee
Often shortened to Kieshee, these are the elfin assassins, and they are after a traditional thieve’s guild, with a Grand Master of Daggers, Bright Daggers (master assassins), Blooded Blades (journeymen assassins), and Sheath-bearers (apprentices). Their main skills are stealth, misdirection, and disguise, and their preferred weapons are the basic dagger, garrote, or Stonefish Venom, which quickly causes paralysis and death from asphyxiation.



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Comments ( 7 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
October 12, 2008, 8:49
0xp
A frontier town out in the back of beyound.
Voted manfred
October 12, 2008, 13:42
1xp
A nice little town that is not worth visiting... oh wait, there are always reasons to visit those faraway places, especially if they are hidden away like this. :)

Well described.
EchoMirage
October 13, 2008, 3:12
0xp
This looks rather like a starter to me...
Scrasamax
October 13, 2008, 9:27
0xp
There is an NPC and a plot I am working on, and this was originally a stub, but there was enough in it that it seemed justified in being released.
Voted Maggot
October 13, 2008, 6:00
0xp
I imagine it would make a nice vacation spot for wealthy nobles or merchants that want to take a well deserved break from big city life. Public duels and rumours of shadowy assassins would probably add to the appeal of the place for potential tourists.
Voted valadaar
October 14, 2008, 14:38
0xp
Not bad, though I wonder how such a location can support more then a small handful of assassins. You would need a pretty high population to have professionals there.

A couple of spelling errors - comflict, etc. Might want to put it through again.
Voted Moonlake
November 11, 2010, 23:28
0xp

Good descriptions and overall good execution.

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