Government |Notable Characters | Settlements | Trade
In the past, the land of the Necromancers has reflected the people living there in many ways. Known for the constant pallor that hangs over it, the sun rarely shines in this dark and dismal region. Rainfall is prevalent and the people's demeanor one of depressed states and low energy.
Balthazor is rumored to be the home of the near-mythical Belladonna Sodality. This mysterious group of individuals is said to be comprised of a conclave of undead that has banded together for world domination and proliferation. As to whether this secret society really exists, only a select few might really know. Street gossip names them rulers of the capitol city of Malcoven's underground.
Once more a center of political intrigue, a new government seemed to arise in Balthazor. The mysterious and notorious Irmaa Vep ruled Balthazor for nearly 50 years. With the assault and destruction of her sanctum on the island of La Muerte de Vi, she has disappeared and it is assumed that she, too, was destroyed. Renol 'The Black Vine' Duvualt, takes credit for the victory. He has not, however, been granted the powers of and Archmage, though no one can know this but those closest to him...
Government
For many years Irmaa Vep was not only the Archmagess of Necromancy, but also ruled Balthazor from the Bone Throne seated in the High Necropolis in Malcoven. The Government was straightforward: Irmaa ruled, the Barons -- nobles of influence -- ruled beneath her. The Barons were often Necromancers themselves and granted their lands by the power of the Archmagess. They would meet with Irmaa in the High Necropolis to offer tribute and report on their businesses. Their rule was autonomous in their own lands and pleasing the Archmagess was easy enough. Then, for a period of thirteen years from 1262 through 1275, the Archmagess was not seen by her people at all. The Belladonna Sodality took it upon themselves to murder all the Necromancers they could find, leaving the undead to run rampant throughout Balthazor, spilling dangerously over into other regions. The Region was in chaos.
The Klockwork Master rose in Balthazor, deposed Tumian Dreven and set Klockwork Captain Tharius to resolve the undead problem. Tharius was brutally successful.
In 1272 Renol 'The Black Vine' Duvualt endeavored to take the Archmagess' place, claiming that he had murdered her. Perhaps knowing she was indeed not dead, he signed the Council of Barons into a governing body to help him hold power in the region. Duvualt ordered Tharius and his army to leave the region and attempted to raise his own army, re-forming to his own standards - or someone else's? - what was once a powerful and respected Order of Knights called the Black Branch. Proving him wrong about her death in 1275, Irmaa appeared to the assist the Archmages when they met at the Northern Portal to repair the land's damaged magic.
While Irmaa does not attend the Baron's meetings, and it is largely unknown how she feels about the lately formed Council of Barons, the meetings of the council are carried on, nevertheless. She has not rescinded the authority to act that Duvualt gave the council. Currently, assuming her assent, the Council decides all matters of policy to operate throughout the baronies. Irmaa's vote, that of the La Muerte de Vi seat on the council, is considered to be in accord with the majority -- whatever it may be that the majority decides.
The Council of Barons is young yet as a governing body. The confidence of the people in it waxes and wanes as it sometimes trips over the decisions made. While each Baron has power over in his or her own Barony within the region, no one Barony may war against another region without the support of the council. Trade agreements and foreign policy are decided by the Council. Barons may choose a successor or may be deposed through assassination. The Council has yet to rule this time-honored practice as illegal region wide. The Barons may and do form alliances among themselves, though such alliances were far more effective before the Council was a "unifed" ruling body. Still, if a well-liked Baron or Baroness is deposed from rule, the Council may choose to step in if the successor is not suitable, not amenable to council decisions or proves to be something of a tyrant to the people of the barony. Such a tyrant may or may not live long, depending on his level of power. La Muerte de Vi, Malcoven, and Etrauch City are not officially part of any barony but each holds a seat and thus has a vote in the council.
The Baronies (See the Political Map) and those who hold seats in the House of Barons (or Baron's Council) are as follows:
Settlements
Etrauch City - Often called "Malcoven's sister city," Etrauch is the second-largest settlement in Balthazor, and a free city. Famous for its Grand Repository, the largest library in Balthazor, and one of the two largest in the Empire. It is said that the Repository holds books and scrolls dating back to the Lightless Age. The city is well known for its production of Etrauchi 'sizzlewater (or 'sizz'), flax, weapons technology and rumor. There is no school of magic, but tutors are available to teach any of the Base Magics of the Empire (even Vivomancy). There are two 'mundane' schools: Etrauch College and Khol University.
The city attracts a high element of criminal activity, boasting as many as six criminal guilds - though whatever the rumors, the 'guilds' seem to be well-controlled by a syndicate called The Sons of Voss. Unlike most Balthazoran cities, Etrauch has few undead citizens - a condition based firmly in tradition. The Etrauch City Guard is entirely human. All other races are barred from joining. (For more information and history, see: Etrauch City.)
Malcoven -Balthazor's capitol city and the seat of the reigning Necromantic Arch-mage houses almost a quarter of the region's population and houses the Baron's House. Balthazor's politics are played in the High Necropolis, settled within the city. Malcoven contains nearly one hundred thousand people and is fully under the Control of the reigning Necromantic Arch-mage. Its crowded streets are a haven for riff-raff, merchants and street peddlers. Malcoven might be the capital of the dreariest of regions, but this does not stop it from being one of the busiest. The Undead City Guard are a common sight, and only the tourists and visitors to the city seem bothered by the hideous defenders. Oddly enough, crime within Malcoven is not as rampant as one would believe for a city of its size. Whether this can be attributed to the Undead Guard or the odd occurrence of criminals reappearing as members of the guard is a theory to ponder.
Trade
The unchecked epidemic of Undead now gone, Balthazor's exports are starting to pour out. Regular trade consists of rice, flax, weapons, wood-work, coffins, stone sculpture, Etrauchi Sizz (mineral water), information for sale, Terowie Ale and several wines and liquors, Lotu'chai tea, and the rare crop of nightshade. Balthazor's most prevalent export is the undead which seem to stem from the negative energies used extensively in this region.
Notable Characters in Balthazor
(Click on a name to go to the character's Who's Who entry.)
For more information on Balthazor, contact:
