d20play house rules toren campaigns 03/29/04

GREEN REGENT 2004 - Places


Large Scale Map of the Lands around Loudwater (jpeg, 595 kb)
Small Scale Map of the Lands East of Loudwater (jpeg, 595 kb)
Maps sized so that they can be printed on a letter sized piece of paper at 150dpi

Llorkh
  Large Town
  Population: 3,051
  Authority Figures: Lord Mayor Geildarr (male human wizard/arcane devotee of Cyric)
  Description: Situated at the west end of the Black Road across Anauroch, Llorkh is a major caravan stop for the Zhents. In addition to the Zhent soldiery, the Lord Mayor Geildarr commands an army of three hundred purple-cloaked Lord's Men who protect the city against orcs, adventurers, and townspeople who do not appreciate the overt rule of the Zhents.

Loudwater
  Small City
  Population: 8,100 (3,000 human, 1,600 half-elf, 1,400 elf, 800 halfling, 570 gnome, 400 dwarf, plus others)
  Authority Figures: High Lord Kalahar Twohands (male half-elf Fighter-Wizard), Gauntlet Harazos Thelbrimm (Male Human Fighter), and Gauntlet Jaida Zerezeal (Female Half-Elf Ranger).
  Description: Loudwater is a picturesque city where no two vine-covered buildings look the same. The Delimbiyr River cuts the town in half. To its north is what the locals call High Town, or sometimes Elf Town. Sitting above the river atop craggy highlands, High Town is a winding, organic jumble of merchant shops, quieter taverns, some guild halls, and at its farther north end is the home of the elven houses. The most prominent feature of High Town is High Lord's Hall, which stands above the falls that gave this town its name.
  The south side of the city is Low Town. Low Town is the more human side of the town, while far more green and clean than most cities, the elves call it something that roughly translates to "ugly town"—at least that's the nice translation. Low Town is home to warehouses, coster headquarters, rowdy taverns, merchants, and workshops.
  Important Locales within the City
  High Lord's Hall: A walled manor at the center of town, High Lord's Hall was built during the Rensha Rule. Its architecture is a strange mix of southern and elven influences. It is rumored that crypts under the hall are haunted with the restless spirits of old Rensha rulers.
  Red Boar Inn: Owned but not operated by Deldron Rein, this inn is a popular meeting place for the human merchants and costermasters of Loudwater, and those who wish to be hired by them. In the inn's common room there is a large pillar used by the human community to communicate events and ideas. The pillar was made from the remains of a giant oak that the Rein forefathers fell to build the inn, an event still infamous to the elves.
  The Merry Mer-She: At night, this place is a tumult of loud music and frequent fights. It is not a place to relax or hold a conversation, but rather a place requested by adventurers with too much coin to spend, and not enough "adventure" out of them. The beer is watery, and the stronger stuff is potent.
  The Scarlet Shield: This dirty little tavern has poor furnishings, and a lazy staff, but for some reason it is very popular with a number of adventurers and warriors that serve under the gauntlets.
  All Faith's Altar: A large shrine open to the devout of all faiths (with a few exceptions, like Bane, Cyric, and Malar). Visiting clerics and pilgrims can sleep here, but for no longer than a tenday.
  The Houses of Morning: Three temples devoted to Lathander. One stands on the east side of town, another at the west, and one sits atop Loudwater Crag in High Town, not far from High Lord's Hall.
  Velti'Enorethal: Not really a temple (even though it is devoted to the path of Labelas Enoreth) or a school of the arcane arts, this place is more like a school of philosophy, where the sons and daughters of elven nobles, or the friends of elven nobles are saturated in elven traditions, magic, religion, and history through years of patient study and practice.

Orlbar
  Village
  Population: 812
  Authority Figures: Lord Felishar Ivarzin
  Description: Orlbar stands on the north bank of the confluence of the Loagrann and Greyflow Rivers. A town of only 800 or so souls, it has little to offer except for food, shelter, and a single tavern (The Unblinking Eye). There is no inn in town, and the Unblinking Eye takes no boarders. Travelers can find lodging only on the straw-covered floor of a drafty warehouse-like shrine shared by all faiths except for Bane, who has a temple in town.
   The place has been under Zhentarim rule for the last five years, and that rule has taken an obvious toll on its populace. Always a sleepy and backward community, the folks of Orlbar are now more wary of outsiders then they have ever been in the past. Just prior to the stating of the Oath of Orlbar, a Loudwater-supported uprising was put down in the village by the ruthless Zhentarim with the help of Deldron Rein's traitorous daughter. The Zhents now control trade in the town rigidly, and anyone who attempts to make unauthorized business deals is imprisoned or dis- appeared. Worse yet, informants to such outside-of-the-law dealings are handsomely rewarded, making the folks of Orlbar paranoid not only of outsiders, but also of one another.

Secomber
  Small Town
  Population: 1,417
  Description: Sitting along the Unicorn Run just north of the High Moor, Secomber is either the northernmost settlement of the Western Heartlands or the first village of the North, depending on who draws the map. Those who vote for the Western Heartlands point to the town's peacefulness, its thriving families of fisherfolk and farmers, its colorful gardens, and its hopitality to passing caravans. Those who think of it as part of the North point to the town's sizable community of adventurers and guides who have at least passing familiarity with the High Forest to the north.
  The city welcomes travelers, particularly adventurers who use the city as a base for forays into the High Moor or the High Forest. Not coincidentally, such adventurers are called on to help out when gargoyles and worse creatures are unearthed from the area's long-dead kingdom of Athlantar, the Kingdom of the Stag.

Shining Falls
  Village
  Population: 578 (540 halfling, 38 human)
  Authority Figures: Gauntlet Deogol Fengrath (human male wizard) and Sheriff Vendal Viccstray (male stoutheart halfling warrior)
  Description: The village of Shining Falls has two predominate features. Directly in the center of the community stands a soaring (about 90 feet tall, with some 8 stories), octagonal tower constructed of granite. The aptly named Granite Tower is decorated with ornate gargoyles, both of the absurd and grotesque varieties, much in the style of the creaturs that decorate Loudwater's bridge. The other feature is the falls that give the town its name. Standing almost 120 feet high, the Shining Falls are nothing short of stunning.
  The town roads are primarily concentric circles connected by sporadic spoke-roads jutting out from the Granite Tower, the town's center. Most of the buildings are the stout one-story ramblers favored by northern stoutheart halflings, intermixed with some larger barns, grain silos, and even the intermittent elven tree houses left here by the village's former inhabitants, which some adventurous stouthearts have put to good use.
  Like Loudwater, the village is lush. Copses of birch, oaks, ash, and even some blueleafs dot the place. All dwarfed by a larger group of woods on the Northwestern edge of town that houses a holy grove: the Hearthcircle of Yondalla.
  Important Locales within the City
  Granite Tower: The oldest structure of Shining Falls, this fortress is either ornately beautiful or a gaudy eyesore, depending on the tastes of the beholder. A single tower standing in the center of a cramped walled courtyard (the wall was not built by the tower's architect, it was a later add-on) and a moat of clear and fresh water (of which no one knows the source), it has always served as the home of the ruler of Shining Falls. Current inhabitants include Gauntlet Deogol Fengrath, his family, and personal guard (who tend to be family or constructs). Deogol rules Shining Falls with a light hand, preferring to practice his crafts and magic from the seclusion of the tower. He leaves most of his political duties to Sheriff Vendal Viccstray, who can be found in the town armory, a small squat tower on the south courtyard wall.
  The Ale and Rabbit: Named after the two items on its menu it's famous for, this building in one of the largest and tallest in town. It not only caters to most of the population of Shining Falls, it is the last stop for explorers and trappers heading to points north. The food is fantastic, but tad single-minded, as rabbit is the main meat of choice for most of the village's halflings. The Ale and Rabbit is Shining Falls's only inn. It also sports a number of baths. Renting a bath costs 5 sp. Baths come free with an overnight stay within a private room (which is a little expensive at 3 gp), or at the standard price with a stay in the large common room (5 sp).
  Merrymar's Merchandise: This squat and long building featuring a placard depicting its owner's smiling face is the only general merchandise store in the village, it's owned by Blaz Merrymar, and it is run by his family. His wife, Rinyon, actually runs the day-to-day business of the store along with her and Blaz's two daugeters, as Blaz gathers items to sell and (more often than not) investigates various get-rich-quick schemes. Currently he is obsessed with helping Gauntlet Fengrath find the dwarven complex that's rumored to lie in the caves behind the falls, an endeavor that Rinyon finds asinine at best. The Merrymar's have exclusive deals with all the craftmen in the town, that he and he only can sell merchandise to out-siders. It is an arrangement that works out nicely for all parities, as Merrymar is a keen judge of character, and has a knack for making sure that folks pay honest prices for goods ("you wouldn't be trying to swindle someone half your size would you?") and takes only a reasonable commission from his kin folk.
  Hearthcircle of Yondalla: This sacred grove is the center of worship for the village. It is no more than a verdant clearing in the large woods, with a nearby cottage that houses Kellinda and her two young acolytes. The clerics can provide healing (up to 4 cure light wounds only, cast by the acolytes, healing 1d8+1 hp) for a donation of 10 gp per spell cast

The Thicket
Home of the Malarites, many of them lycanthropes. Rumored to exist somewhere deep in the High Forest.

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