Showing posts with label Background. Show all posts
Showing posts with label Background. Show all posts

Saturday, March 15, 2025

Subtle Knife Lore

 


Long ago the Dragon Queen Tiamat & Arch Duke of Hell Titivilus, fought in this region. They annihilated much of the countryside in their battle, killing hundreds of folks. No one knew why the devil and Tiamat battled but it could have something to do with the Blood War. No one could stop them so an adventurer with a knife that could cut the very fabric of reality suggested that he use it to trap both beings “somewhere else”. To get rid of the beings, a portal was opened in their path of destruction.

   The adventurer did not know how to close the portals once made and therefore used the knife sparingly. Unfortunately he was killed after making the portal, incinerated by lightning and flame. It took a Cabal of Mages to close the portal, trapping the beings in another plane.  More than half the mages died in the process of closing the portal.  No one knows which plane they were trapped in and the mages took the Knife, hiding it so no one could open a portal and free the dread creatures.

 

The Subtle Knife allows you to cut reality and open stable, permanent portals. The portals go just about anywhere, most are planar portals. How to close a portal is currently unknown.  The Knife has been not seen in many decades. 

 

Wednesday, August 10, 2022

5 Years later in the Dalelands

 

Devin Thunderstrike has left and gone into the underdark looking for his friend Axel Redmane.  He left before the drow established a base in the Dark Watch. 

 

          With the sacrifice of Silnare’s soul and the unicorns, Lolth was pleased and placed a permanent darkness over a 15 mile area of the forest.  The drow forces have been bolstered by reinforcements of more drow from the underdark.  Many servitor creatures also came up from below.  The good fey creatures of the forest died or have been hunted and slain.  Several plants have been warped by the evil pervading the land and evil fey have come to the Dark Watch to ply their trade.

 

          Drow now have a stronghold in the Dark Watch and an alliance with the Legendary Chimera, the Blackheart.  With these assets, the drow have begun to threaten Highmoon and many of the Dales are rallying for war. The Zhentarim of Shadowdale are not committed in this upcoming war but Archendale and Arwen Fortress have a truce to work together against the drow and the Blackheart.

 

          Barrow’s Edge was recently attacked by a large force of Zhentarim and monsters.  The outcome was complete destruction of Barrow’s Edge and the sacking of Larathian village. Four days after the dome went upelven soldiers from Arwen Fortress and several contingents of Riders of Archendale were able to penetrate the Zhentish barrier.

 

          They found that the Zhents were able to teleport out of the dome. Most of the humans of Barrow’s Edge were slain. Many of the elves and a minority of humans managed to survive in the temple of Corellon within Larathian village.

Sunday, May 31, 2015

Lawcon Updates

Silnäre Update

The tower was located in Sembia and was called the Tower of Riddick. Eladamri Riddick was Eralion's associate. He has not been seen in some hundred years or so. Silnäre is keen to investigate this tower. Either to question Eladamri about Eralion's illness or to seek treasure in a ruined tower. Either would be agreeable to him.

This was the last recorded info on Silnäre.  Since this time, he did travel south to the Tower of Riddick.  Thaimor attempted to stop him or steal what was in the tower before it could be claimed by Silnäre.  Unfortunately for  Thaimor, Silnäre found the tower first, killed him and claimed some information about Eladmari Riddick.  Notably, that Eladamri moved from the Tower of Riddick north to Tasseldale.  His new home was called Quirion Tower.  Eladamri might yet live even though Riddick Tower was over run with orcs and other scum.


Miranda Update

After joining this team, Miranda had found some folk that told her, her aunt was no longer a Zhent prisoner. The slaves were freed by Rhuobhe elves that attacked the slave caravan. This gave Miranda a hope to locate her aunt before the Zhentarim recaptured her.

Well, part of this was true.  The Zhents managed to recapture a good amount of the slaves and held them in a hidden camp in Archendale, east  of the Archwood.  This area is well known to be home to a clan of frost giants.

Exploring the area, the team found the camp but they were forced to retreat without Miranda!  She had been enspelled and taken captive.  The party struggled to figure out a way to save Miranda.  Eventually they defeated the Zhent camp and rescued, not only Miranda, but a gaggle of slaves.  Was one of the slaves Miranda’s missing aunt?  I can’t remember…


Amara Update

Amara was building a small shrine to Corellon in Larathian Village when she received word that the Temple of Corellon, north of Highmoon was in grave danger.  A miscreant archmage threatened the cleric of the temple and proclaimed he would return in 24 hours to annihilate the holy site.  The mighty oak centerpiece/altar of the temple was a dryad’s tree and this would mean her death. 

Amara knew there was nothing the Order would be able to do to stop such a powerful wizard, but the cleric of Corellon assured her they could save the heart of the temple (the oak) and thereby rescue the dryad as well, but they had to secure the aid of a treant known to live in the Archwood.  The treant, Adon, would be able to animate the great oak and move it.  It was decided that the oak would be relocated to Larathian Village, to the Corellon Shrine kept by Amara.  This elevated the shrine to a full temple. 

Shortly thereafter Amara had a vision of an evil temple where a suit of holy elven chain mail rested.  This armor was a holy relic to the faithful of Corellon.  The armor was worn by a bladesinger of Corellon some 725 years ago.  After she fell in battle, she was canonized by the church and became a saint of the faith.  Her armor was lost over 200 years ago.  If Amara finds the armor and places it in her new temple, the place would be sanctified and elves from all over Faerun would make pilgrimages to the temple to view it.


Silverbow Update

After befriending the Council of Truth, Silverbow fell in battle trying to help them in their endeavors.  However, Corellon was not done with her, so he caught her soul and sent it to a special demiplane where she could earn a return to the Prime.  In Corellon’s Refuge, SIlverbow met the Order of the Argent Dusk and joined them in trying to foil a plot of Lolth’s to despoil the demiplane.  Although the demiplane collapsed, the Order did manage to save Silverbow and she has decided to remain with them in Larathian Village.


Lita and Dart Update

It would appear Dart will not be rejoining the group on this foray.

Lita has very little to do and is superfluous as she is a ranger also (Silverbow is a ranger).


Players

This is all I could remember.  The blog does not account for the last visit in 2013 where Nakia joined the group.  In that Lawcon, Miranda was rescued from the Zhents, Silverbow joined the team, Dart joined the team, Amareth left the team, and a new wizard (a captured mage, played by Nakia) joined the team.  The party was beaten and robbed by the Maestro in the Sembian plains and the temple Corellon’s Grove in Highmoon was destroyed by Argust the Red.


Please use the comments below to let me know if you remember anything different or can add any information that’s missing.  

Friday, August 22, 2014

Monthly Calendar

This is the monthly calendar.  I inserted an extra day that is used for Midwinter, Greengrass, etc. It helps if the extra day is at the top so those days aren't forgotten.  Again, this was downloaded forever ago so the websites listed don’t work.  I left those notes on these jpgs because I am not claiming ownership of these, so credit should go to whoever these folks are.  They’re great resources, it’s sad that they are so hard to find on the web today.


Yearly Calendar

Here's a year long calendar of the Realms.  I found this on the web over 10 years ago, so the websites listed no longer work.  Remember Midwinter, Greengrass, Midsummer, Harvestide, and the Feast of the Moon are special days.  Think of them as 31st days of the previous month.  Current date is Marpenoth 25, 1365.






Monday, August 18, 2014

Mistledale

History of the Dales

General Knowledge

The modern Dalelands were created 1,365 years ago when the elves of Cormanthyr and the humans who began settling here signed the Dales Compact.  In addition, the elves raised the Standing Stone to ratify the treaty.  The current year is 1365 DR (Dale Reckoning)  The calendar used is based on this occurrence.  The Standing Stone is E-NE of Ashabenford (See map).

Here's a map for you folks...



Remember, Teland is a small hamlett between Mistletarn and Erages, just north of the Moonsea Ride.  It takes about a day walking to get there from Erages.





Thursday, July 10, 2014

Summary 6/29/14

The kobold assault burned 17% of Erages.  The citizenry have stepped up militia patrols and found several areas where kobolds came up from beneath.  Officials in Ashabenford have said that several Riders of Mistledale will arrive in about 2 tenday to reestablish order.  For now there is strict martial law and no one is allowed to go out after dark.

Interactions in town

Father Prasst helps the PC’s and cares for Zaven as best he can with all the other injured folk.  This extra care grants Zaven a +2 bonus to his saves while under Prasst’s care.  Father Prasst is very interested in what the party is going to do.  He urges them to go back into the sewers and find out why the kobolds are attacking.  He wonders who is organizing them.  Prasst becomes very friendly to Zaven and Styve.

A warrior named Cygar, who has been in the Seven Silvers for some months now, was very instrumental in turning back the kobolds in the southern portion of town.  No one is sure why he is here but reports after the attack say he is a capable warrior.  He also managed to save several citizens during the fires as well.  Cygar is keen to see what the party do about the kobold situation in town. 

Jocyn, Katie’s mentor, was injured in the attack and nearly killed.  Sir Dramott managed to rescue him but not before Jocyn was grievously injured.  He remains bedridden next to Katie in the hall with many other wounded folk.  He asks that Katie help the people of the town.  He tells her that two orphanages were attacked and several kids are still missing. 

As Thovan goes in search of his dog, Rusar, he finds her with a human female, warrior.  Her name is Holly Huldane.  She found and helped Rusar when kobolds where closing in on her.  Holly was also injured in the attack but did manage to rescue the hound with her falcon, Skymark.  Holly assures Thovan that his friend is ok and asks what the party intends to do?  

Thursday, May 22, 2014

Erages

On the north western edge of Mistledale lies Erages, a town populated almost exclusively by half-elves. Originally a small logging village, Erages was quietly used by the aristocratic elves of the Elven Court as a place of exile for any shameful half-blooded children they procured via relations with non-elven guests or visits to the human city of Ashabenford.  While this practice is still prevalent (as evidenced by the numerous orphanages to be found in Erages), the village has since blossomed into a small town.  While most elves leave in the Retreat, Erages is populated and maintained almost solely by the mostly content half-elves who flock to the city
from all parts of the Moonsea. Half-elves from as far as Thar and Rashemon make pilgrimages to Erages, either to simply see the unusual city for themselves or in hopes of making a new life among people just like them.
Though Erages is often regarded as a sanctuary for half-elves who are unwelcome in the less tolerant realms around the Moonsea, the rights of its people are still subject to whatever elven overlords remain in the Elven Court who previously controlled the city. Citizens live mostly as they please, but still adhere to the laws of Mistledale and consider themselves more Mistledalesman than subjects of Cormanthor.
Erages was known for its criminal element, notably smuggling rings that specialize in getting humans into Myth Drannor and elven artifacts out of the country - for the right price. Most believe the infamous half-elf thief and smuggler Bienia Santritia to be master of these rings, but few know where to find the elusive criminal mastermind. Some 7 years ago, the Riders of Mistledale came in and cleaned up most of the bad element of town.  Zhents have been trying to fill the vacuum left by the smugglers but have so far had only mixed success. 
Erages is built among ruins far older than the half-elves living today - Remnants of an ancient elven town lying beneath the surface draws archaeologists of all stripes to study them and the dangerous subterranean passages under the town. The esteemed Erages Academy was founded in 1325 DR to support this influx of scholars, both half-elven and otherwise, addressing their needs and interests. The school specializes in elven archaeology and history, though many students also attend in hopes of learning from the school’s adventurers wing.
The Blackash Training Grounds, named after the famed half-elven hero who fought in the battle against Moander, has training for rogues, warriors and wizards.  Warriors learn many martial tactics and skills here and several Riders of Mistledale spend at least 6 months honing their abilities in Erages.  There is also a bard school for novice bards and a small mage tower facility for apprentice wizards. 
The Academy is currently run by Headmaster Sarouna Lei, a half-elven archaeologist and talented fighter/mage; beloved among the townspeople for her generosity and wise counsel.


CN small town
Corruption +0; crime +2;Economy +2;Law -1; Lore +1; Society +0
Qualities academic, notorious, prosperous, tourist attraction
Danger+5
DEMOGRAPHICS
Government As Mistledale
Population 750 (480 half-elves, 120 humans, 90 elves, 60 other)
Notable NPCs
Headmaster Sarouna Lei (female half-elf)
Mayor Mayor Uptal (male half-elf)
MARKETPLACE
Base Value 500 gp; Purchase Limit 5,000 gp;


Places of Interest
The following are some of the more important buildings in Erages. If the PCs grew up in this town, they should have a home, located somewhere near the town’s edge.
1. Seven Silvers: Most visitors to Erages end up at this comfortable two-story inn and tavern. Run by Trelvar Silvers, this inn features modest prices (4 sp/night), decent food (3 sp/day), and a lively taproom. Trelvar is assisted by his daughter, Asina, and the overly friendly Jimes “Short Change” Iggins, who is known for giving himself generous tips.
2. Greathall: Typically used for meetings, weddings, and other celebrations, the Greathall is a tall, three-story wooden structure near the center of town. Inside is one grand space with a number of smaller rooms on each floor.
3. Orphanage (overloaded)
4. Temple of Meilikki: The only stone building in town is home to Erages’s only temple. While the church is officially dedicated to Meilikki, there are a number of shrines housed here, including Silvanus, Chauntea, Rillfane, and Solonor.  Father Prasst is the only priest, but most in town refer to him as the “High Priest.”
5. Town Watch Headquarters: This, usually empty building is the “garrison” of the Riders of Mistledale.  Any member may use the building as a temporary base and many riders passing through the town use the building at various times, holding prisoners, resting or restocking.
6. Renet’s Steel: While Renet’s shop services much of the town’s needs when it comes to metalworks, his quality is nowhere near that of Braggar’s. Most metal items can be found here for the standard prices, but there are no masterwork items to be found at Renet’s Steel.  Most weapons or armor from the equipment lists of 300 gp or less can be found here.  The mark up of items here is only 10%.
7. Holly’s Home: This is the home of Holly Huldane, one of the few human rangers who lives in Erages.  Mayor Uptal, who trusts the ranger’s instincts implicitly, frequently calls Holly to the town council to report and advise.
8. Sir Dramott’s Home: This is the home of Sir Dramott, a retired knight from Cormyr.  He retired here some 5 years ago and has a high standing in town.
9. Braggar’s Shop: This is the workshop and home of Braggar Ironhame, a dwarven blacksmith. Braggar’s works exceed those of Renet’s Steel, but he works much slower and charges a higher price. Braggar can forge nearly any weapon or armor item on the equipment list as well as custom items and armor etching.  His prices are high (+25%) but the quality of his work grants +5 hp to items and +1 to saves if applicable to items he forges.  Any rare or odd items from the equipment lists can be found here 10-60% of the time.
10. Orphanage (good quality)
11. Holgast’s Tower: Holgast’s slightly crooked tower stands at the edge of town.
12. Mayor Uptal’s Home: This modest building along the water is the home of Mayor Uptal, who can frequently be found in the Greathall holding meetings or on his small boat in the river, fishing.

13. Vargidan Estate: This is the home of the eccentric Vargidan family, and has a bit of a spooky reputation in town.

Sunday, January 12, 2014

History of Castle Kraal

Two hundred and fifty years ago, the Horned Hills were overrun with ogres, ores, goblins, and their vassals the kobolds. These corrupt beasts, not content to remain in their own lands, raided human, elven, and dwarven communities throughout Thunder Rift. For years, ogres led their troops into battle, stealing whatever goods they were too lazy to produce for themselves. In response to their constant attacks the humans and dwarves proposed a plan to build a large castle in the Lower Great Grasslands, near the Horned Hills.
For years the ogres and their cohorts frustrated any building attempts by constant attacks which destroyed all such endeavors. The humans and dwarves had almost given up, when an elf suggested that they use the ogre’s own fear of water against them. The Black Swamps, just north of the Lower Great Grasslands, held great promise for a keep - if a method could be found to hold back the water. Two months and three ogre attacks passed and then a smith named Kraal conceived a plan. A portion of the Black Swamps was to be raised above the water table, and the castle would be built upon the rise. The project was completed in two years. Unfortunately, over 300 of the folk of Thunder Rift died in the process, either in the attacks of the ogres, or in the claws and talons of the natural and hungry creatures of the swamp. One of the folk who died during the construction of the castle was the smith, Kraal. After its completion, the fortress was christened Kraal Castle.


To garrison the keep in a state of constant readiness, 100 fighting men, 25 priests and 10 wizards were recruited to man to fortress. Whenever a threat of assault developed, these valiant warriors would ride out, on the dangerous journey through the Black Swamps, to greet the raiding savages with whetted steel and mystical compositions.
Originally considered to be an unattractive assignment, Castle Kraal soon became the one most sought.  Great war heroes and leaders emerged from its aging walls by the scores. The civilians sought the Kraal heroes to marry, and to become teachers, leaders, mayors, and guards. Their exploits became the rhymed tales in children's songs.
After nearly a century of service to the people of Thunder Rift, a rumor of degeneracy began to reach the ears of the folk there, and the honor of Castle Kraal dipped severely.  It was whispered that the success of an ogre raid against a small populace in the Lower Great Grasslands was due to a bribe given to the commandant of Kraal. No amount of talking, even with the use of magical divinations, could convince the people otherwise. The commandant was discharged and expelled to Kandor, in the south.  Thereafter, every commandant of Castle Kraal promised to clean up the evil deeds of the previous administration.  And a once proud leadership position became a circus act.
During this period the effectiveness of Castle Kraal was severely impaired. Raiding parties from the Horned Hills grew bolder with each foray and the morale of the castle's warriors and spell casters plummeted. They were increasingly inept at combating the marauding bands.  Soon morale became so low that a period of service at Castle Kraal was viewed as a punishment. And often, it was.
After seven years of bad conditions, dreadful morale, and an extraordinarily high desertion rate, a bright, talented, and young, commandant took command. Things did not change overnight, but feelings of quiet hope, subtle relief, and real expectation came over the Castle. The commandant ordered a salary increase for all personnel and gave each a substantial bonus for every year they had served before her installment.
She expanded the training available to all recruits and initiated free instruction for careers and occupations outside the militia. This enabled the garrison's defenders to prepare themselves for civilian work. All her planning and initiatives began to bear fruit. Morale increased sharply, requests for transfers from Castle Kraal decreased, and outside requests for transfers to the stronghold were on the rise.
It is unknown if the commandant's plans would have been successful in raising Castle Kraal to a station of respect and admiration again - the castle and all its inhabitants were destroyed shortly after her inauguration. Castle Kraal sank into the Black Swamps, taking everyone with it. No one came to report its destruction and a month later a scout was sent to investigate the silence.
Rumors abound concerning the castle's demise. Some believe that the Ogres prayers to Lamashtu were heard and she acted against the castle, others that the inhabitants of the swamp itself, somehow caused its fall. Regardless of the reason, the Ruins of Kraal, rotting in the Black Swamps, are universally shunned by the inhabitants of Thunder Rift - for their fear is stronger than their curiosity.


Wednesday, November 20, 2013

Torlynn

Torlynn

This once-proud alpine town is now dilapidated and decrepit.  Many of its homes are vacant, abandoned by their former owners when a foul magic crept upon the region. There are still a few humans living in the town - a group of survivors who are convinced that the town is again destined for greatness.
The town's layout is centered around the road to Melinir and the mines. The road makes a loop through the town and exits to the southwest. Most of the important buildings in Torlynn are along the Melinir road which circles about the town well. The burgomaster’s house is here as is the town meeting hall and courthouse.
Also located around the circle are the businesses of the various craftsmen necessary for the town's survival. The butcher and the baker hold shop here, as do the carpenter and the smith. Each business has remained in town in spite of the severe drop in business caused by the Curse of Eternal Winter.  The lumber mill has closed down since the people left because it no longer had a reason to produce anything, nor the power to do so.
The chapel, established by clerics of Erastil in the area, is still open, although it operates on a minimal budget. No priest or cleric really stays here regularly.  A few itinerate clerics used to pass through here on a regular circuit to maintain the chapel.  Thus, any healing that the party may need will cost them quite a bit of money (so that the chapel might defray it’s expenses; 2 gp/hp healed). To raise money (5 gp/month), the chapel instructs the children of Torlynn in reading, writing, history, and geography.
The farms in the area were hit very hard by the unnatural winter, and their crops withered and died in the harsh frost. Since many farmers had nothing to trade after the winter destroyed their livelihood, most of them moved from the area and into the Grasslands or down to Melinir.
The Soft Pillow Inn and the Grinning Goblin Tavern are open but have very little patronage currently. 
Torlynn is a democratic little town, electing its burgomaster from the deserving citizens once every five years.  The current burgomaster has held the office for several terms. He is a large, jovial fellow with a silver monocle.  Despite his kindness, however, he can be firm and even brutal when he must perform his duties. He has only the good of the town at heart.

Monday, December 10, 2012

During the three months...


After 2 weeks, Sister Remia awakes from her coma and summons whatever party members are still in Kleine.  She tells the group that the real leader of the orcish attack was an evil cleric of Asmodeus.  She never heard his name, but knew that he was working with someone else in the raid on Kleine.  When the party confirms that they had not encountered this priest, Sister Remia implores them to return to the orc cave and investigate it more fully.  The priest tortured Remia frequently so he must maintain a room in the caves.  Sister Remia is still too weak to perform magic but assures the cursed party members that she can perform a ritual to help them in a few months or so.  The mayor of Kleine also offers a reward for the cleric’s head if the party does this task for the church of Erastil.  If the party fails to slay the cleric but manage to stop him, the group receives a lesser reward.
During a routine watch, Bellen hears of a common man’s murder during the festival.  It would appear that the orc attack was not the only problem the town faced that day.  David was murdered in his home.  The guard captain, Jennel, tells Bellen the town was secured about 3 hours after the party left to find Sister Remia.  The discovery of David’s death was a week after Sister Remia awakes from the coma.  It is unlikely the two are connected because David was slain by magic, his body was severly burned, but nothing else in the room was even singed.  The remains were also scattered about.

Tuesday, September 11, 2012

Sandpoint – Places of Interest 2


Goblin Squash Stables
The sign above this door perpetuates one of the greatest fears of the lowly goblin—being trampled underfoot by a horse. Tended by a retired hunter named Daviren Hosk, Daviren’s hatred of goblins is nearly legendary in Sandpoint.  In a somewhat grisly display, over the entrance to the stable’s covered barn is his collection of goblin ears: preserved and nailed to three different rafters, each bearing the goblin’s name burned into the leathery flesh—mostly because Daviren knows that writing down a goblin’s name is one of the worst things you can do to desecrate his memory. The bitter ranger’s pride and joy is a large glass bottle filled with brine in which he’s preserved the body of Chief Whartus of the now extinct (due in large part to Daviren) Bonegrinder Tribe.

The Pixie’s Kitten
Many of Sandpoint’s crasser locals have a much more colorful name for this establishment, but Kaye Tesarani runs the town brothel with class and distinguished grace. She pays her girls and boys quite well, and the three Shoanti bouncers she employs are more than enough to handle troublemakers.

The Way North
As with several other buildings in the vicinity, this one-story structure was recently rebuilt after the Sandpoint Fire. Originally a stable, the building has been converted by its owner, an aged but spry gnome named Veznutt Parooh, into a cramped and cluttered library to house his tremendous collection of maps and sea charts. Maps of local regions, from the immediate vicinity up to the whole of Varisia and the Storval Plateau, can be purchased from him for prices ranging from 50 gp to 1000 gp, depending on the size and level of detail. When not here crafting copies of old maps, Veznutt can usually be found arguing over history with his best friend Ilsoari at Turandarok Academy.

Jeweler
This squat stone building escaped the fire that ravaged northern Sandpoint, much to the relief of its owner, a wild-haired jeweler named Maver Kesk. Maver retains a half-dozen local toughs as guards, but he has a habit of leaving doors and vaults open—a trait his wife Pennae Kesk often berates him for publicly.

Junker’s Edge
Garbage gathered by Gorvi’s boys is routinely dumped over the edge of this cliff to gather on the beach below. Several of the town’s Gozreh worshipers (in particular Hannah Velerin) rankle at this  practice, but until an equally cost-effective and convenient option is presented, the town council is reticent to change its ways. In any event, the sea generally makes short work of the junk, ensuring it never piles up too high.

Sage
The sole occupant of this ancient building is a cantankerous old man named Brodert Quink, a balding expert on Varisian history and engineering. Brodert claims to have spent two decades of his youth studying with dwarven engineers at Janderhoff and three decades as a cataloger at the Great Library of Magnimar, and is continually baffled and enraged that his learning and obvious intelligence haven’t afforded him more prestige. Brodert has been studying ancient Thassilonian ruins for the past several years and has recently become obsessed with the Old Light. No one believes his theories that the tower was once a war machine capable of spewing fire to a range of more than a mile.


Sandpoint – Places of Interest


Sandpoint Cathedral
Easily the largest building in Sandpoint, this impressive cathedral is also the town’s newest structure. Built over the foundations of the previous chapel, Sandpoint Cathedral is not dedicated to the worship of a single deity. Rather, it gathers under its eaves the six most commonly worshiped deities in the region, providing chapels for all of these deities in a communal forum. In a way, Sandpoint Cathedral is six different churches under one impressive roof.
   Yet even the previous chapel wasn’t the first holy site in this location.
The core of both the original chapel and the new cathedral is an open-air courtyard surrounding a set of seven standing stones themselves surrounding a circular stone altar. These stones served the Varisians for centuries as a place of worship; although they generally venerated Desna at these stones, the stones themselves have a much older tradition.
   The original chapel built here was a collection of six different shrines, each its own building and connected to the others by open-air walkways. Desna’s worship was incorporated into these shrines as part of the peace accord with the local Varisians, but the original builders also incorporated five other deities as well. Four of these (Abadar, Sarenrae, Shelyn, and Gozreh) were patrons of the original founders of the Sandpoint Mercantile Consortium, while the fifth, Erastil, was the most popular among the initial settlers.
   When the chapel burnt to the ground five years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be done on a grand scale. A cathedral would be built in place of the chapel, and it would be made of stone and glass. Funding for this project came partially from the founding families, partially from Sandpoint businesses eager to earn favor in the eyes of the gods, and partially from the respective churches.  It took years to finish the cathedral, but the end result is truly impressive. To the south, facing Sandpoint’s heart, are the shrines of civilization: Erastil and Abadar. To the west, offering a view of the Old Light and the sea beyond, are the shrines of Shelyn and Gozreh. And to the east, offering a view of the Sandpoint Boneyard and the rising sun, are the shrines of Sarenrae and Desna.
   The previous chapel hosted less than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed the church. The new high-priest of Sandpoint is his most accomplished student, a pleasant man named Abstalar Zantus. Himself a worshiper of Desna, Abstalar is very open about matters of faith and has slipped into the role of adviser for worshipers of other gods of Sandpoint with ease.

Sandpoint Boneyard
Set in the shadow of the Sandpoint Cathedral and accessible via a gate to the north or from several doors leading into the cathedral itself, this expansive cemetery overlooks the Turandarok River.  Stone vaults owned by affluent members of the town stand near the cemetery’s edges or at its center, while dozens of humble plots, each marked with a simple gravestone, sit amid trees and shrubberies.  The boneyard is well-maintained, kept by a man named Naffer Vosk, a deformed smuggler Father Tobyn took pity on after his ship wrecked just north of town a decade ago. Naffer has found redemption in Sarenrae, and despite a twisted spine that, from birth, has given him a sinister lurching gait, he’s one of the town’s most devout citizens. He keeps the boneyard meticulously clean and is also responsible for ringing the church bells every day at dawn, noon, and dusk.

Taverns and Inns
The White Deer
A pair of wooden life-sized deer, carved with painstaking care from white birch, stand astride the entrance to this sizable tavern and inn. The White Deer commands an impressive view of the Varisian Gulf to the north. The building is new, recently rebuilt after the previous inn at this location burnt to the ground five years ago in the same fire that destroyed the Sandpoint Chapel. The new building is a grand affair, three stories tall with a stone first floor and wooden upper floors with a dozen large rooms that can accommodate two to three guests each.
   A somber and quiet Shoanti man named Garridan Viskalai owns the White Deer and runs the place with the aid of his family and a few local girls. Although his parents were members of the Shriikirri-Quah tribe, they abandoned their ties to settle in Sandpoint. Garridan regrets their choice, but his love for his wife and family keeps him rooted firmly in town.
   Eager to encourage visitors to stay at his inn, Garridan keeps the prices of his rooms and board low, matching those of the Rusty Dragon despite the fact that his accommodations are much cleaner and more spacious. Still, his gruff attitude tends to make his establishment less popular than the Dragon. Garridan is the brother of Sandpoint’s sheriff, Belor Hemlock, although the two of them are in a long-running feud stemming from what Garridan sees as his brother’s complete abandonment of Shoanti tradition.

Risa’s Place
Risa Magravi operated this tavern for the first 30 years of Sandpoint’s history, and even now that she’s gone mostly blind in her old age and has left the day-to-day affairs of the job to her three children Besk, Lanalee, and Vodger, the mysterious Varisian sorcereress remains a fixture of the tavern. Known as much for Risa’s tales of ancient legends and myths as for its spiced potatoes and cider, this tavern is a favorite of the locals if only becuase its out-of-the-way location ensures strangers rarely come by.

Fatman’s Feedbag
If the Hagfish is Sandpoint’s most popular tavern, Fatman’s Feedbag is its most notorious. Bar fights are common, and Sheriff Hemlock typically has to come down here two or three times a week to sort them out when they grow particularly violent or loud. The majority of the clientele here are Varisian scoundrels or less-reputable sailors.
   The tavern is owned by an enormous man named Gressel Tenniwar.  Food at the Feedbag is relatively cheap compared to other eateries but the quality is also less and some have been know to be ill the following days after partaking in generous helpings at the Feedbag. 
The Hagfish
One of Sandpoint’s most popular taverns, especially among fishermen and gamblers, the Hagfish is also Sandpoint’s best bet for a good old-fashioned seafood meal.
   Owned by a gregarious one-legged man named Jargie Quinn, the Hagfish gets its name from the large glass aquarium that sits behind the bar, the home of a repellent hagfish that Jargie affectionately calls Norah (despite the fact that he’s had “Norah” replaced dozens of times—hagfish don’t live all that long in Quinn’s aquarium). Hanging from a nail next to Norah’s tank is a leather pouch bulging with coins: prize money for anyone who can drink down a single tankard of “water” scooped from Norah’s tank. It’s a single silver coin to try, but the trick is that, since she’s a hagfish, the water in Norah’s tank is thick and horrifically slimy and foul-tasting. Few can stomach the stuff, but those who do get to keep however many coins have accumulated in the pouch, and then get to carve their names in the ceiling beam above the bar. To date, there are only 28 names carved there, and the Hagfish has been in business for nearly 10 years.
   But there’s certainly more to this tavern than Norah. Jargie’s game tables are always well-attended, with games ranging from cards to checkers to dice to darts. Tall tales are a favorite pastime here, with one popular game called “yarning” involving seeing how long a local can string along an impromptu fable without contradicting himself. The most popular subject of these tales is traditionally Old Murdermaw, the legendary giant red snapper

Cracktooth’s Tavern
A particular favorite of patrons of the Sandpoint Theater, Cracktooth’s Tavern is always full after the latest show at the nearby playhouse lets out. A large stage gives actors, singers, and anyone else the opportunity to show their stuff. Every night a crowd of would-be entertainers packs the taproom in the hopes of being discovered. Owner Jesk “Cracktooth” Berinni might look like a thug, but he’s actually quite well-read and possesses a scathing wit—nights when he takes the stage to deliver his observations on the political situations in Magnimar are quite popular.

The Rusty Dragon
This large structure is Sandpoint’s oldest inn, notable for the impressive
(and quite rusty) iron dragon that looms on the building’s roof, doubling as a lightning rod and decoration. Owned and operated for the past six years by the lovely and popular Ameiko Kaijitsu, the Rusty Dragon is not only one of the town’s most popular eateries (made so, in large part, by the spicy and exotic food served here), but also a great place to meet visitors from out of town, since most newcomers to Sandpoint come upon this inn first, the north Lost Coast Road being less traveled. It certainly doesn’t hurt that Ameiko’s exotic beauty is more than matched by her skill at music, and few are the evenings that pass without at least two or three songs by the talented woman. Some bad blood exists between Ameiko and Cyrdak, and one never seems to miss a chance to badmouth the other, but no one in town really understands the reason behind their rivalry. 
   The Rusty Dragon is probably the most adventurer-friendly establishment in town, with its ubiquitous “Help Wanted” board near the bar and Ameiko’s “discount rooms for anyone who tells an exciting adventure story” policy.

Shops
General Store
Owned and operated by Ven Vinder and his family, Sandpoint’s oldest and  best-stocked general store has a little bit of everything—farm equipment, weapons, tack, tools, furniture, food, and even homemade pies by Ven’s wife Solsta.  His true pride, though, is his daughters, whom he dotes upon.  Lately, he’s been increasingly distracted by what he believes is a budding romance between his daughter Katrine and that no-good Harker from the lumber mill. Unfortunately, Ven’s obsession with Katrine’s nightlife has rendered him all but blind to the actions of his other daughter, Shayliss.

Savah’s Armory
The northeast corner of this building bears a few scars from the Sandpoint Fire, but fortunately for its owner, Savah Bevaniky, the building escaped significant damage. Savah’s shop sells all manner of weapons and armor, including several exotic weapons like oriental weapons and special weapons sold off by passing adventurers.

Bottled Solutions
This cluttered shop is filled with shelves upon shelves of bottles, bags, and other alchemical containers, some covered with dust and others so new that the pungent stink of their brewing still fills the air. Nisk Tander fancies himself a more gifted alchemist and hedge mage.  He sells many alchemical items and a few rare ointments and tonics. 



Rumors in Sandpoint


As in any small community, gossip accents every business transaction and spices every evening meal. Anyone might hear one of the following rumors, some of questionable veracity.

• Sheriff Hemlock shares a long-running, “secret” romance with Lady Kaye, madam of the town brothel.
• The ghost of the murderer Chopper haunts Chopper’s Isle, just north of town.
• The White Deer Inn used to be the Black Deer Inn, but was tastefully renamed after the fire.
• Ask Ven Vinder at the general store to see the “wine cellar” and he’ll sell you a jug of disgusting but potent orc rotgut.
• Farmer Grump claims the Sandpoint Devil, a horselike monster with bat wings, once flew off with one of his prized sows.
• Old Ilsoari at the museum sometimes wanders the beach at night, looking for treasures.
• Don’t go down to the junktoss after dark: goblins steal the trash at night.
• Solsta Vinder claims Sczarni stole her sheets last week and two cooling pies a week before that.
• The new cathedral is magically protected from catching fire.
• Murdermaw, a giant red snapper big enough to bite a boat in half, lurks in the Varisian Bay.
• The Deverin family was once affiliated with the Chelish resistance, but was forced to flee to Varisia.

Sandpoint


As one approaches the town of Sandpoint, the footprint of civilization upon the Lost Coast grows more clear. Farmlands in the outlying moors and river valleys grow more numerous, and the blue-green waters of the Varisian Gulf bear more and more fishing vessels upon its surface. Passage over creeks and rivers is more often accomplished by wooden bridge than ford, and the Lost Coast Road itself grows wider and better-kept. Sight of Sandpoint from either approach (south or east) is kept hidden by the large up thrust limestone pavements known as the Devil’s Platter or the arc of rocky outcroppings known as Whistler’s Tors, but as the final bend in the road is rounded, Sandpoint’s smoking chimneys and bustling streets greet the traveler with open arms and the promise of warm beds, a welcome sight indeed for those who have spent the last few days alone on the Lost Coast Road.
   From the south, entrance to Sandpoint is governed by a wooden bridge, while from the north a low stone wall gives the town a bit of protection. Here, the Lost Coast Road passes through a stone gatehouse that is generally watched by one or two guards—the southern bridge is typically unattended. Aside from the occasional goblin, the citizens of Sandpoint have traditionally had little worries about invasion or banditry—the region simply isn’t populated enough to make theft a lucrative business. Hanging from a bent nail at both the gatehouse and the southern bridge is a sign and a mirror—painted on each sign is the message: “Welcome to Sandpoint! Please stop to see yourself as we see you!”
   Sandpoint has faced many hardships but also great prosperity in its 42-year history. A small town on the Varisian Bay, fishermen, farmers, and other simple folk make the community one of the rare truly peaceful havens in Varisia. Yet, while the townsfolk have known dark times in the past, a new shadow has begun to loom over the unsuspecting town.

The Town
A simple, relatively peaceful town with all the color and common oddities one expects from a tightly-knit community, Sandpoint sits at a point on the Lost Coast halfway between Magnimar and Windsong Abbey. Wood buildings and cluttered docks line the town’s natural harbor, while farms and the manors of wealthy citizens dot the surrounding countryside.  During the day, fishing, farming, lumbering, glassmaking, and shipbuilding occupy most of the townsfolk, who commonly retire to their homes by way of Sandpoint’s many taverns. A playhouse and would-be museum make unusual attractions in such a small community, but Sandpoint’s true landmark is the Old Light, a lighthouse of ancient origins that lies in ruins.
   A relatively peaceful town, devoid of many of the dangers of a true frontier town and intrigues of a sprawling city, Sandpoint has nonetheless had its share of troubles. The fading scars of a recent terror still linger, a time most folk refer to as the Late Unpleasantness.
   Just over five years ago, a madman stalked the streets of Sandpoint, killing dozens. Known as Chopper, the killer’s month long terror ended bloodily when an eccentric local artisan was revealed as the murderer and killed during his attempted capture.  Adding to the pain, less than a month later the local chapel burned to the ground in a conflagration that nearly consumed the town’s northern half and left the local priest dead.


The Law
Kendra Deverin has served as Sandpoint’s mayor for the past eight years. Lawmaker, judge, and general peacemaker, Deverin has proven to be both an adept diplomat and stern hand when need be—skills likely honed during her youth in Magnimar and adventuring in the region. With a personal—some say sisterly—style of governing, Kendra holds the abiding respect of most of Sandpoint’s people, charming them with her fiery temper and tenacity for justice (as demonstrated during the Late Unpleasantness). A council of several of the town’s most respected and affluent landowners aids Deverin’s work. While several council members have their own agendas and visions for the town, the mayor’s no-nonsense attitude assures that council decisions ever work toward the common good.
   Meting out the town’s good justice, sheriff and councilmember Belor Hemlock keeps watch over Sandpoint’s people. Held as something of a local hero, Hemlock is lauded with being the man who brought the serial killer, Chopper, to justice. Although rarely faced with misconduct more severe than vandalism and public drunkenness, the sheriff is both a keen wit and a skilled swordsman, and openly proves both when the rare crime requires it. While the town’s chief enforcer, Hemlock knows the difference between the word of the law and its intent, and often gives those under his protection the benefit of the doubt.
   Their sheriff’s work aside, Sandpoint’s people realize they must often fend for and defend themselves, especially on the outlying farms. In the rarest and most extreme cases— and even then thoroughly discouraged—mob justice is sometimes all that satisfies the outraged people.


The People
A welcoming, largely unprejudiced community of colorful locals call Sandpoint home.  Presented here are but a few of the town’s most noteworthy  residents.

Kendra Deverin: Town mayor.
Cyrdak Drokkus: Grandiloquent actor, gadabout, and proprietor of the Sandpoint Theater.
Belor Hemlock: The gruff but protective town sheriff.
Ameiko Kaijitsu: Ex-adventurer and proprietor of the Rusty Dragon inn, rebellious daughter to nobleman Lonjiku Kaijitsu.
Lonjiku Kaijitsu: Stoic noble, owner of the town Glassworks.
Jargie Quinn: One-legged owner of the Hagfish tavern.
Titus Scarnetti: Tradition-minded noble who controls Sandpoint’s bustling lumber trade.
Ethram Valdemar: Oldest of the town nobles.
Ven Vinder: Owner of Sandpoint’s best-stocked general store.
Abstalar Zantus: Sandpoint’s mild-mannered local priest.

Ten Fun Facts About Goblins


1) Horse Hate: Goblins excel at riding animals, but they don’t quite get horses. In fact, their hatred of all things horse is matched only by their fear of horses, who tend to step on goblins who get too close.

2) Dog Hate: Although goblins raise horrible rat-faced creatures called (creatively enough) goblin dogs to use as mounts (and ride wolves or worgs—goblins are quick to explain that wolves are NOT dogs), their hatred of plain old dogs nearly matches their hatred of horses. The feeling is mutual. If your dog’s barking at the woodpile for no reason, chances are he smells a frightened goblin hiding in there somewhere.

3) Goblins Raid Junkyards: Garbage pits, gutters, sewers… anywhere there’s garbage, you can bet goblins are nearby. Goblins are weirdly adept at crafting weapons and armor from refuse, and are fond of killing people with what they throw away.

4) Goblins Love to Sing: Unfortunately, as catchy as their lyrics can be, goblin songs tend to be a bit too creepy and disturbing to catch on in polite society.

5) They’re Sneaky: An excited or angry goblin is a noisy, chattering, toothy menace, but even then, he can drop into an unsettling silence in a heartbeat. This, matched with their diminutive size, makes them unnervingly adept at hiding in places you’d never expect: stacks of firewood, rain barrels, under logs, under chicken coops, in ovens…

6) They’re A Little Crazy: The fact that goblins think of things like ovens as good hiding places reveals much about their inability to think plans through to the most likely outcome. That, and they tend to be easily distracted, particularly by shiny things and animals smaller than them that might make good eating.

7) They’re Voracious: Given enough supplies, a goblin generally takes nearly a dozen meals a day. Most goblin tribes don’t have enough supplies to accommodate such ravenous appetites, which is why the little menaces are so prone to going on raids.

8) They Like Fire: Burning things is one of the great goblin pastimes, although they’re generally pretty careful about lighting fires in their own lairs, especially since goblins tend to live in large tangled thistle patches and sleep in beds of dried leaves and grass. But give a goblin a torch and someone else’s home and you’ve got trouble.

9) They Get Stuck Easily: Goblins have wiry frames but wide heads. They live in cramped warrens. Sometimes too cramped

10) Goblins Believe Writing Steals Your Soul: The walls of goblin lairs and the ruins of towns goblins have raided are littered with pictures of their exploits. They never use writing, though. That’s not lucky. Writing steals words out of your head. You can’t get them back.

Courtesy of Paizo Publishing

Friday, September 7, 2012

Places of Interest in Kleine (addendum)

(I forgot the inn in Kleine)

The Fisher’s Rest
The Fisher’s Rest is the only inn in Kleine, and indeed for miles around (though desperate travellers can often get lodging in a farmer’s barn in exchange for a few coins or a favour).
   The Rest is owned and run by Orikin and his wife, Dortha.  A pair of halflings that have lived in Kleine for over 3 decades.  Whilst not in any way a guildmaster, Orikin is rumored to have some thieving skills but always deflects such questions about his past career.

Monday, September 3, 2012

Places of Interest in Melinir


Temples
The largest temple in Thunder Rift is in Melinir and is dedicated to Abadar, the God of cities, law, merchants, and wealth.  The Temple of Law is a magnificently adorned building that literally shines in the morning as the sun rises.  The high priestess is Enora, a middle-aged human female.  Although she is head of the temple, Enora is normally very busy and not often found here.  She is quite powerful and still actively adventures with other members of the Quadriel.  The cleric in charge of maintaining the Temple of Law is Martin, a rotund fellow. He is a friendly man, always ready to help a person in need. Since the temple receives everything through charity, there is no charge for the services of the clerics (although a small donation is always welcome).  Martin is aided in his day to day duties by 10 lesser clerics.
            There are also two smaller chapels dedicated to Gozreh, the God of nature, the sea, and weather, and Iomedae, the Goddess of honor, justice, rulership, and valor.  These smaller temples are not in the temple district.  The Crashing Wave (Gozreh’s chapel) is located in the southern portion of Melinir, near the docks.  Iomedae’s chapel, the Hall of Justice, is in the rich section of town, south west of the marketplace.  Each of these chapels normally has 2 clerics at any time.

Inns and Taverns
The Sarcastic Goat Inn
This is the finest inn in all of Thunder Rift. The large, three-story log building holds over 50 rooms. Each room has a comfortable feather bed and quilts woven by Stefan des Herbsts. The common room downstairs is well kept and has a pleasant ambience. This inn is very popular, and the tavern that is part of it serves some of the best drinks in Thunder Rift. The rooms cost 1 gp per night, and with food and drink service the price rises to 3 gp.  The innkeeper, Bediah Bulon, is a half-elf with unkempt hair and beard. He named the inn after a comment a friend made about him. While he is very caustic with his friends and employees, he makes sure his customers are as comfortable as they can be.
The Goat's Stables
The stables of the Sarcastic Goat keep the travelers' horses well fed and groomed, 2 sp per night.  The stable boy, Hodie, is rumored to have a wealth of information, for he overhears everything the wayfarers say and he remembers it.  It’s said he knows nearly every rumor in Melinir, and for a small "tip", he will tell one rumor.

The Poor Dragon
This establishment is near the docks and caters toward mostly sailors.  It is run by Michael Lefthand, a former sailor.  The inn has a reputation has a rough place and most who go there expect trouble.  It is rumored that some press gangs operate out of the Poor Dragon, shanghaiing down on their luck adventurers for their ship’s crew.  Because most of the clientele are sailors, this inn does not have a stable.  Mounts and other animals must be left at the Goat’s Stables.  The common room houses 20 bunks and cost is only 1 sp per night.  There are only two private rooms at the inn and those are usually in use at any time (only 20% chance one private room is available.)  These rooms are usually taken by ship’s captains who are “visiting” lady friends onshore.  Ship captains are always given preference over any other visitors to the inn.

The Dancing Dragon
This tavern lies near the wharfs on the shores of Lake Ganif. It is know as a place where a rougher sort of clientele frequents.  The Dancing Dragon has a deal with the Poor Dragon Inn, it will have a boy “escort” visitors who are too inebriated to get back to their own homes or inn room to the Poor Dragon.  This fills the common room of the Poor Dragon, usually after 2 AM.  This “service” usually costs the “poor sod” most of whatever coin he had left.  Anyone passing out in the Dancing Dragon with no coin left may wake up in a gutter, but more likely will wash ashore a few days later, very dead.

The Sleeping Rooster Inn
The Sleeping Rooster is the most extravagant inn in Melinir.  Cost is 5 gp per night, meals included.  In the Merchant District, this is houses most of the caravan owners as they travel through Thunder Rift.  The owner, Serena, eschews adventurers and prefers not to allow them to stay here.  Most have a reputation for rough housing and Serena is in this business to make money, not waste it replacing furniture and such.  Serena has two bouncers that secure her premises from any trouble and she pays the constabulary extra coin monthly for there prompt response to her emergency bell.  These measures and a few secret ones, make her inn the safest in town, not to mention the most expensive.  

The Quaffing Falcon Winery
This high end tavern is deep in the wealthy section of Melinir.  Most meals are sumptuous affairs of several courses and grand wines.  The meals are very rich and will fill even the heartiest appetites.  Average meals will run a party of four upwards of 25 gp (if dining on the cheap is the point).

The Gauntlin Forest


To the east and south of the Burning Hills lies the Gauntlin Forest. This vast wood covers nearly a quarter of Thunder Rift. The density of the trees and the amount of light filtering through them varies enormously from area to area. The forest can be deep and thick, yet well lit by streaming rays of sunlight (as it is in its southernmost reaches), or it can be sparse, straggly, and dank (as it is on the borders of the Burning Hills).
There are many kinds of terrain within the Forest.  There are jagged hills in the north, rifts and ravines along the riverbanks, flatlands to the west, and pleasantly rolling hills in the southeastern section. To the east, the ravines and hills jumble together, leading to steep bluffs and rocky riverbeds. This is caused by the proximity of the forest to the walls of the Rift, where falling rocks create quite an impact on the environment. There are rumors that a tribe of hill or stone giants has taken control of the eastern forest, finding it very hospitable to their kind.
The southern forest harbors a multitude of creatures, both natural and magical. In the elven-controlled parts of the forest, the animals live in harmony, working through nature's rhythms. Game trails wend their way around the trees, leading to peaceful, reflective pools in the midst of the woods. Birds chirp happily, their songs complementing the other sounds of a forest at rest with itself. The center of the elven lands represents a near-perfect tranquility.
However, in the rest of the forest, disruptive forces play havoc with the natural cycle. In fact, some magical force has recently perverted the very shape of the land so that confusing changes arise around every bend. Streambeds mysteriously flow into nothingness or hills fall away in sheer drop-offs, allowing passers-by to gaze in wonder at the cross sections of earth that lie revealed.
Animals that inhabit those regions of wild magic are even more alarming. Many are dreadful crossbreeds between natural animals. While not all of them are exceptionally powerful, they are all singularly disgusting in appearance. It is in these parts of the forest that many evil monsters dwell.
One of the few exits from Thunder Rift may be found in the Gauntlin Forest. By following a branch of the Drake River east to the wall of the canyon, one can find a narrow goat trail that leads up the steep cliff face. This route is impractical for any but a climber, and downright impossible for a horse or wagon.