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Heraldic colour is rich blue, with grey accents.
Kwona is unusual in that the town happens to be quite close to a wizards’ enclave. Normally, magic-users avoid civilization – preferring to live a hermetic lifestyle with little contact with anyone but their fellows. The mages near Kwona, however, discovered early on that the spirit and his people were more tolerant than others, and have been trading supplies for magical devices for a very long time now. As a result of this, and the people’s subsequent trade with other towns, Kwona has done very well for itself financially – and it shows.
The people are ridiculously tolerant. You could probably kick one in the teeth and they’d just frown disapprovingly at you. This has been the case for many generations, as their spirit is quite placid and kindly. They get their work done on time, but they all seem just a little bit lazy and unresponsive.
The spirit’s lethargic influence used to be very strong. Now he is gone. A number of years ago, one of the magicians who often came to trade found an ancient scroll and decided to trade it to the townsfolk. He made the mistake of reading the spell aloud while within the town’s boundaries, and as he finished the spell the spirit quietly died. When the inhabitants found out, they were not too angry with the wizard, as the spirit’s sense of calm was still upon them. They did, however, demand that he take up the spirit’s mantle as protector and provider for the town. He has done well so far – but he was not young when he cast the spell, and the added burden of caring for the town is starting to weaken him and hasten his death.
Magic of all forms is accepted in Kwona, and indeed is an important part of everyday life. Many of the townsfolk’s regular activities are augmented with magical devices, and even though the clerics lost their power when the spirit died they still have some innate spellcasting ability. Toren, the unfortunate wizard who caused the spirit’s death, has worked hard to try to offset the loss of the clerics, and has succeeded in making a very few constructs who can channel positive energy to heal the afflictions of the townsfolk. He has not yet succeeded in making such a creature as can take care of the people’s spiritual needs, however.
Punishment is quite light, as continued contact with the spirit’s calming influence makes the miscreant unlikely to become a repeat offender. The small number of guards wander the main streets by day, and are placed strategically at night so that a mere handful can watch half the town (obviously, another half-dozen watches the other half of the town).
The main source of income for Kwona is its supply of magical items. Since mages are more accepted here than anywhere else, they feel more comfortable trading their carefully crafted implements of magical might for food and spell components. The people of Kwona mark up the prices slightly and send them off to everywhere else. A few farms speckle the surrounding area, but not enough to support the town and the mages by themselves. In spite of this, the area is self-sufficient in terms of food. Even the numerous fishermen that avoid the northeast shore of Lake Veles cannot make up the food that would be required to keep the town from starving. Clearly though, something else does. Prices are fair in Kwona, and magical items are cheaper than anywhere else.
The wild tangle of The Norwood stretches north of Kwona (oddly enough). To the east is the Sterling Sea, from which strong winds blow for most of the year. Lake Veles is to the north, and for decades rumours have persisted of mutated monstrosities inhabiting the far side of the lake. Wizards take advantage of the bleakness of the shore south and east of the town, and live there in droves.
Sea breezes blow in from the coast the whole year round, providing a welcome relief in summer but causing discomfort in the winter. Mild summers and cool winters are the norm, taking into account the wind chill factor, and rainfall is fairly consistent the whole year ’round.
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