Dungeons and Dragons RPG Settlement - City of Kelvin
The Grand Duchy of Karameikos
Settlement Overview - City of Kevlin
- Settlement Type: City
- Location: Mystara, Continent of Brun, The Known World,
The Grand Duchy of Karameikos, Barony of Kelvin, Hex Kar(4,5)
- Ruler: Baron Desmond Kelvin II
- Population: 20,000
Kelvin, second-largest city in Karameikos (population 20,000),
is built where the rivers Windrush, Hillfollow and Highreach
(Wufwolde, Shutturga and Volaga) merge.
Kelvin was designed to be a way-stop for entire caravans and a
fortress defending the surrounding territories. It is a large,
walled encampment. Inside the walls are a large field for
caravans to set up and a secondary wall in which is the city of
Kelvin proper; inside the city is a third walled area, the
garrison fortress and castle of Baron Kelvin.
Kelvin is situated at the fork of two rivers; there, too, the
Duke’s Road forks, continuing along the Windrush and Hillfollow
rivers. Kelvin is surrounded by a strong stone wall (and there
is also a wooden addition to that wall; this wooden palisade
encloses the bare area known locally as “the campgrounds”).
Unique Settlement Laws
- Spell Casting Law: No Occult or Arcane magic may be
cast within the city walls, period. Violation is a Class 3
offense (or worse, if the magic results in a greater crime)
Travel Routes
- To Specularum – Distance: 72 miles –
Location: – Karameikos, Hex Kar(4,5) to Hex Kar(0,0)
Locations of Note
- The Campgrounds - Several years ago, Baron Desmond
Kelvin II walled off a section of land outside the city’s
stone walls in order to have a protected ground where
traveling trade caravans can be safe overnight.
- Castle Kelvin - Baron Kelvin’s father, the first
Baron Kelvin, liked good living, and this is obvious when
visitors see his castle. Though it has only one curtain wall,
that is sixty feet high and twenty thick, huge and
unassailable. The buildings inside are similarly lavish –
an enormous, sprawling two-story mansion for the Kelvin
family, quarters for the nearly 500-man standing garrison,
extensive stables, and a wide array of workshops. The young
Baron Kelvin is more spartan in his lifestyle than his
father, but sees that Castle Kelvin is an excellent center
for his rule – and he feels he’ll grow into it as his barony
grows.
- Fishermen Area - This is a small stand of
fishermen’s huts outside the city walls; it was here before
Kelvin was built, and the Iraladaran fishermen intend that
their families be here long after Kelvin has crumbled.
- Kelvin Bridge - This is a good, strong stone bridge
spanning a narrow portion of the river Hillfollow.
- Merchant Area - These neighborhoods are primarily
mercantile districts, though most of the merchants live in the
same buildings in which they have their businesses. Kelvin
thrives on the trade passing through the junction of the three
rivers here, which is why there is such a disproportionate
amount of city devoted to merchant districts.
- Residential Area - This neighborhood is mostly
residential.
- Tenement Area - This area, too, is mostly
residential, but there are more low-class houses packed more
tightly together here than in the residential area.
Game Master Section
Adventure Opportunities
- Under Kelvin: Under about twenty feet of accumulated
earth and silt are the remains of the village of Law, the
actual historical site which appears in the “Song of
Halav.” When building Castle Kelvin, workers stumbled
across some of the ruins and ignored them or tore them up
for building materials; no one in Kelvin is aware that
this city stands on the site of the historic village. If
you wish, you can have enough of the old buildings survive
down below to constitute a catacombs-type dungeon, filled
with the relics of this bygone age . . . and perhaps
haunted by the spirits of the warriors of that time.
Content Updates
- 2022-09-04 - Moved to new site away from wordpress, with old page linked
to this new one.
- 2021-08-26 – Update to layout and menu.
- 2020-09-04 - Page published on Wordpress.