Here is the area around Melinir. The next map shows the area between Kleine and Melinir. The distance between them, "as the crow flies", is approximately 65 miles.
Also, the party will have down time of about two months in Kleine. The average expense for this time will be 50 gp per level per month. Timothy will have an additional 10 gp per month since he is supporting his mother. Also, the town has become more active as the Festival of Talan draws near. More travelers arrive to sell their wares in the open market Kleine is known for. Even some dwarves and elves have come.
Tuesday, September 4, 2012
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.
Labels:
Background,
Friday Meetup,
Gauntlin Forest,
Locations,
Maps
Melinir, the city
Melinir is a
walled city of about 2000 people. Humans and most demi-humans mix in the streets so
freely that it seems as if no one even notices the difference. When they
interact, everyone treats the others as equals. Melinir is a model town where
it seems that no one hates anyone else. Some may be gruff and impolite, but
they intend no real malice.
The
town is divided into six sections. There are no walls separating these
districts, but very little overlap occurs between each region's function. The
first mayor of Melinir divided the neighborhoods into the residential area the
market the merchants' quarter (which would also come to house the town's
offices), and the warehouse district. Later,
the wealthy and famous, who did not wish to live in "cramped
quarters," built themselves an exclusive neighborhood in the southeast
part of town. Finally, Just before Melinir erected its walls, the clerics
claimed a section just north of the wealthy borough. .
The
life-blood of Melinir is the trade that moves in and out of the Rift. Melinir
is also a business center for the rest of the Rift. Virtually anything produced
in Thunder Rift is available in Melinir. The Mayor and influential citizens
will never do anything to jeopardize commerce. They eagerly help all merchants
resolve their problems quickly and amicably. When trouble arises, the town guards
are always available to provide immediate aid. Small wonder, then, that the
town centers around the market, and that the market is in the center of the
town.
To
the north and west of the central marketplace lies the main residential
section. The houses are not huge, but, for the most part, are larger than
houses typical in other towns. The neighborhood is clean, well kept, and well
lit. Vandals prevalent in larger cities are not to be found here.
In
the northeastern section of town, wrapping itself around the market, is the
mercantile district. Its shops provide nearly anything one could want, from
exotic perfumes to common iron nails. Some items, of course, must be imported
from outside the Rift, which makes them considerably more expensive. Most,
though, can be produced at some location in the canyon.
The
temple grounds lie on the eastern edge of the town. The walled security is proof against most
intrusion. However, since the grounds are generally open to visitors, stealth
in entering is largely unnecessary.
Directly
south of the temple, three stately manors thrust their towers into the skies.
Thick stone walls separate this area from the rest of the city, limiting the
enjoyment of the grounds' beauty to the eyes of the privileged residents.
Although the inhabitants do not appear to be too pretentious, they do seem to
like their own space.
The
warehouse district and the docks squat on the waterfront to the southwest. They
hold the goods shipped to and from Kleine, Torlynn, and beyond. The warehouses hold
nearly everything that must be sold in the market, for the merchants from
outside the Rift need to store their wares in a safe place. Jewels, spices, and
manifold other trade goods find a temporary home in the warehouses.
The
founders of Melinir always intended to build walls around their town, for they
realized that Thunder Rift is full of creatures who intend no good to humans.
On the other hand, they were not eager to limit the size of the city. Thus,
they delayed the construction of the walls and left the problem to future
generations.
Eventually,
the citizens elected a mayor who was intimately familiar with the dangers of
the surrounding area. He immediately
contracted the stone masons and engineers in the area, and construction on the
walls began at once. It took a year and a day, but the masons finished their
work in time for the town to defend itself against a gnoll attack. The city has
not been again attacked since then, but the citizens remain grateful for the
walls that protect them from the dangers of the open lands.
Labels:
Background,
Friday Meetup,
Locations,
Maps,
Melinir
Sunday, August 19, 2012
Backgrounds
Aison is also from Melinir.
Having completed his bardic training, Aison quickly left the city
seeking backwater towns to impress the yokels and garner some coins. He was soon captured by orcs. As they prepared to kill and eat him, he
managed to convince the leader’s harem that he should be spared because of his crooning
ability. Disgusted and somewhat threatened
by Aison, the orc leader arranged to sell Aison to another tribe, that then turned
him over to Zanzer.
Alan and Tim both
hail from Kleine. Tim knew Alan a bit
but they never really associated. Both
were abducted, Tim off the streets of Kleine, Alan was taken after a barroom
brawl that left him unconscious.
Saturday, July 14, 2012
Lawcon Wraps
So another Lawcon
has ended and the players got through quite a bit. I guess 12 hour sessions, 5 or 6 days over
two weeks can get a lot accomplished.
Whew!! Anyway, in a nutshell, the
party rescued Miranda and destroyed the Zhent slave camp. From there they went to Sembia to find
Eladamri’s Tower. They cleared out the
tower, dealt with that weasel, Thaimor, and found Eladamri’s journal. Finally, Barrow’s Edge was under assault from
reptile men and the party went to deal with that threat. They crushed the burgeoning Temple of Set and
secured Barrow’s Edge’s security in the area (although no one has seen the
small black dragon that escaped from them last year.
I will try to give more details on
these events as I have time to recall and type them up. I will also try to give the hooks the players
have left to follow up on. The group
managed to wrap everything rather nicely with them wintering in Barrow’s Edge
and beginning the next session with them fresh off a good long bit of down
time. I will have to figure out how they
spend this time and what their expenses are going to be.
Sunday, June 17, 2012
Area around Kleine
The Farolas Hills
In the north, the dwarves
and orcs have been fiercely vying for domination of the Farolas Hills for
centuries. Although the dwarves are generally better organized and are better
fighters, the orcs have the advantage of numbers. Dwarves produce few offspring, but orcs are
extremely prolific and view their kin as expendable. The orcs are thus slowly
whittling the dwarves away. They believe that, someday, there will be no more
dwarves to oppose them - unless hated adventurers foil their plans.
Anyone traveling in the Farolas Hills will
almost certainly encounter a force of either orcs or dwarves, and encounters with
orcs will definitely be in the majority.
Occasionally, adventurers may witness remarkable pitched battles between
these foes. The savagery of these engagements often shocks observers, for the
dwarves and orcs spare no thoughts of pity for one another. Both sides welcome
allies in their ruthless war, wanting only to eliminate the other as soon as
possible.
The Burning Hills
Goblins and kobolds swarm
throughout the Burning Hills to the northeast. Their numbers are not so large
that the nearby town of Kleine
feels especially threatened, though. The monsters are, on the other hand,
numerous enough to pose a very real threat to any who are so brave or foolish
as to venture into their territories.
The goblins and kobolds are not the only
threat in these hills. There is at least one pack of worgs that has marked this
as their territory. They prey on any
helpless or weak creature they find, be it deer or humans. (Since game is
rather rare in these hills, the worgs will take whatever they can get.)
Occasionally, goblins catch and "tame" some of these creatures, using
them as mounts in their search for more victims. There are also mountain lions
prowling in the hills, lying in wait for the unwary and searching for any food
that might satisfy them. The crags and bluffs that predominate the landscape
provide ideal cover for their surprise attacks. Indeed, many who were on their guard
have been found mauled by huge claws and half-eaten.
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