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.
Monday, January 13, 2014
Last time, 1-5-14
Previously…
The party has
taken a contract from the Eldritch Gauntlet to Discover why Castle Kraal sank
into the Black Swamp .
Travelling by boat, the party arrived just north of the castle, having
to travel only a few miles to reach there.
After finding the castle grounds and
exploring the bailey area, they cleared the barracks and had Justin and Deanna
set their camp there. On approaching the
main keep doors, the party was swarmed by several dozen stirges. The creatures seemed endless until a quirk of
magic opened the sealed entry into the keep.
The party then seized the opportunity to escape and shut the door behind
them. Unfortunately, the doors relocked
when closed.
Cautiously exploring the long
corridors, the party noticed an odd echo effect within the keep. Sounds reverberate through the corridors and
are magnified greatly, thus a few people moving through the corridors sound
like several dozen people. The first door
the party came to was locked. Chad dutifully
attempted to pick the lock but failed.
This failure meant that someone had to force the door open. Bellen accepted the challenge, and with a
loud bang, the door was forced open.
The reptilian inhabitants of the room
were ready, however, and a battle ensued.
Rhoen remained outside the room and soon noticed that the “attack” on
the door was loud enough to attract another band of reptile men. Two small battles went on and the party was
victorious.
Facts:
- The party fought 2 different types of
reptilians.
- One type was locked in a room. The lock was only on the outside.
- No treasure was recovered after a
search.
- The spellcaster escaped but could not
leave the keep.
This is what the scene looked like after the battle.
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 Map
Torlynn legend
1 – Soft Pillow
Inn
2 – Stable
3 – Lumber Mill
4 – Warehouse
5 – Courthouse
6 – Jail
7 – Meeting Hall
8 – Burgomaster’s
House
9 –
10 – Grinning
Goblin Tavern
11 – Chapel of
Eratil
12 – Baker*
13 – Butcher*
14 – Equipment
Store
15 – Well
16 – Smith*
17 – Armor and
Arms Store
18 – Carpenter*
*Open during curse
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.
Tuesday, December 11, 2012
Curse of Hatred
The touch of
Lamashtu is upon Rorin , Chad , Bellen, and Beldar. This curse will fade with time but it is
unknown how long the curse will be in effect.
Removal of the curse is simple, if the characters chose to find a priest
of Lamashtu, take that priest to the shrine they defaced and aid the priest in
rebuilding the shrine. Otherwise, the
removal of the curse will be a bit onerous.
To remove the curse without
appeasing Lamashtu, the characters must find a cleric of 7th level
or better. This cleric must worship Desna , Urgathoa, Rovagug, or Pazuzu. The cleric requires each character to donate 666
gp (or 1000 gp for Desna ) and agree to a geas
to perform a service for the deity.
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