The History of Keese
The Founding of Keese
Keese lies in the Larcax forest, where the river Skarr meets the Eber. It
was built as the last major outpost on the Great
Northern Road before the Deltara Pass
in the southern mountains.
The Deltara pass is the only trade route through the
Barren Peaks to the mysterious land of
Stanilov. It is guarded against the many dangers of both the forest and the
mountains by Fort Deltane.
To add to the importance of Keese, a number of ancient ruins have recently
been unearthed in the surrounding forest. Speculation that they might be traces
of one of the Elder Races has led many to believe that
they hold uncountable riches, and the secrets of limitless power.
It is because of the importance of the Deltara Pass, and the myriad dangers
and potential riches of the surrounding region that Keese has attracted its
abnormally high population of adventurers, and become the major town that it is.
With such importance attached to it, it is not surprising that Keese has
had a colourful history in its relatively short life. At differing times it has
been controlled by the military, by the mages and by the churches.
Now, and for some time now, it is controlled by the council.
The Keese Council
There are twelve members of the council, plus the chairman. Of these, 6 are
representatives of a guild. The guilds of Adventurers, Rangers, Merchants
Craftsmen and Mages have permanent council positions, and the chairman is the
former head of the Adventurers' Guild. In addition, the churches of
Hagol and Elna (the
two main churches in Keese) have seats.
One seat is held by the Baron's representative, to try and ensure that the
Baron's interests are upheld, and the remaining four are filled by elected
representatives.
So politics in Keese revolves around the guilds, in particular around the
Adventurers' Guild. Decisions that effect every aspect of society are argued
over by people who all have vested interests, laws are invaribly a compromise
between opposing needs and desires. Frequently, the final decisions hang in the
balance, and it is decided by the four elected members. Then politics becomes a
matter of who does the most effective bribing and coercing.
Keese Now
Since the Wolfman War, the Adventurers' Guild
has become the major influence in everyday life, and Keese is now very much a
town of violence. However, as the Adventurers' Guild itself is relatively
disciplined, and the vast majority of the population is a member or in its
employ, the town is kept from descending into anarchy.
Under the direct control of the council, and thus under the indirect
control of the Adventurers' Guild, is the city guard. These are, as a rule,
little more than a motley bunch of ruffians and wannabe adventurers who like
bossing people around. However, nobody's interests are served by chaos, so the
Adventurers' Guild keeps the guard in check, and the guard generally succeed in
keeping a certain amount of order in the town.
But the more covert activities - the backroom politics, the illicit trading,
all the intrigue and backstabbing - are less under control. There is a lot of
money to be had in adventuring, but even more risk. The Merchants' Guild has
become one of the most cut-throat institutions in town, while the Mages' Guild
is such a hotbed of betrayal and poilitical climbing that traditionalists of but
a few years ago would not recognise it, and these are legitimate guilds. There
are persistant (denied) rumours of an organised Thieves' Guild that controls
much that goes on in Keese. If this were true, the level of violence in their
activities would be frightening indeed.
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