Saturday, 13 August 2022

Arden Vul and Gosterwick (Shadowdark)

Link to old Wilderlands Forum on Roll20

Bludgeon Peak (Forbidding Mountains, high peak): The top of this mountain looks as if it has been worn off. The small plateau on the top is the site of megalithic ruins and a ziggurat... in recent years this has been identified as the ancient lost city of Arden Vul, dating back to the time of Old Nerath - and perhaps even before. - From the Wilderlands of High Fantasy

Ghinarian Hills Region

NE Oricha

Note on time: This campaign uses a pretty strict real date = game date system, whenever the party is outside combat or a time-critical mission. So if you have 2 weeks between sessions you have 2 weeks of downtime, including 2 work-weeks for crafting etc. 2022 AD = 4452 BCCC. Nerath uses the 12 month Commoners' Calendar, which matches to IRL months, though the climate of Barbarian Altanis is very different to most IRL player locales, being a little south of the equator on a heavily glaciated and magical planet. The climate is generally warm and fairly humid, with frequent thunder storms.

4452 BCCC
Arden Vul Group 1 Green Lady's with rumours & session accounts
Arden Vul Group 2 Rising Dawn

DOWNTIME ACTIVITIES: 
Historical Dates
2500 BCCC Fall of the Orichalan Dragon Empire of Glorious Doomfire.
3000 BCCC Founding of the City State of the Invincible Overlord (CSIO) on the ruins of ancient Rhamsadron.
3407 BCCC Founding of the Archontean Empire of Nerath by the Alryan King Magrathor and his followers, exiles from the CSIO. Lighting of the Flame Imperishable in the city of Nerra.
3429 BCCC On Bludgeon Peak, the Nerathi heroes Arden & Vul discover the place of power that will become Arden Vul.
3493 BCCC Formal foundation of the City of Arden Vul under Archon Fretevus.
3698 BCCC Beginning of the Wars of the Sortians & Theosophs.
3713 BCCC Execution of Priscus Pulcher by Archon Gordion the Impaler.
3783 BCCC Arden Vul is sacked.
3793 BCCC End of the Wars of the Sortians & Theosophs.
3803 BCCC Arden Vul is abandoned.
3950 BCCC Orcs of the Arang Tok and the Vrilya of the Kale Hegemony attack Nerath.
4142 BCCC Emperor Phocion dispatches General Adrienic to reoccupy Arden Vul.
4159 BCCC Attempt to recolonise Arden Vul ends with the loss of all forces.
4197 BCCC The Gnoll Times. Fall of Old Nerath and King Elidyr at the Battle of Gedden. The town of Vetucaster is sacked and largely abandoned. The city of Hara, alone east of the Castellan mountains, survives the Gnoll siege.
4300 BCCC Wandering Tharbrians settle in the ruins of Vetucaster, now Gosterwick.
4434 BCCC Rise of the Black Sun. Sacking of Bisgen.
4447 BCCC The Altanian hero Hakeem the Destroyer slays the demigod Kainos Warbringer, the Black Sun leader Borritt Crowfinger, and the great dragon Matriarx. Founding of New Nerath by King Namelin Bronze of Hara, supported by the gold dragonborn hero Torin Delmirev, better known as Shieldbiter
4448 BCCC The Green Lady Alexia Basileon & the Azure Knights refound Gosterwick (old Vetucaster).
4450 Renewed interest in Arden Vul. Kronos Kettle Belly & Estelle found the roadhouse, the Sign of the Broken Head, on the outskirts of the city ruins. 

Campaign Timeline
4452 BCCC
22-23/8/52 AV1 enter Arden Vul ruins. Encounter Dalton's Darlings, killing one, then overnight at the Broken Head. Viabra Ori joins. Next morning in the ruins meet 4 Beastmen. Messoria killed. 
30/8/52 AV1 defeat wyvern on road, meet & defeat unfriendly ghost in the Tower of Madness, who ages most of the party. Rest in the Tower overnight.
1/9/52 AV1 enter Arden Vul ruins 'Basement', defeat centipedes, meet Lakonios the Mad Hermit, defeat a giant constrictor snake & 3 stone monkeys. Find the black iron spear: Nightwind, Bane of the Foes of Man.
8/9/52 AV1 pass several goats, and return to Arden Vul. Discover how to work the Hand of Arden, and are lifted up. Explore more of the Basement, defeat Carrion Crawler & clacking skeletons. Clear dungeon level, rest 1 week at Broken Head then return to Gosterwick. Sell Thothian relics.
11/9/52 AV2 explore the Overcity and defeat ghoul horde in the Long House, claim and refurbish it. Name group The Rising Dawn.
8/10 AV2 joined by Kassia (PC) explore surroundings, meet green dragon & give tribute, kill a bear, meet unfriendly fellows at western gate. Find scroll of arcane spells. Attacked by ghouls near the old gladiator school, & retreat to long house.
13/10 AV1 meet some nice adventurers on the cliff steps, explore the cobwebby customs post, then next day 14/10 pass the secret cliff entry to level 3 and explore the Halls of Thoth, encountering a carrion crawler, a scorched illusionist, and friendly goblins.
15/10 Clavinia the Scholar returns to Hara with 3 arcane scroll spells acquired from AV2/Rising Dawn, to begin a promising academic career.
22/10 AV2 flee giant frilled lizards at the Gladiator School, meet the Basement Hermit Lakonios, & descend into the northern Halls of Thoth, encountering skeletal baboons, zombies, & the Dust Monster. 
27/10 AV1 investigate the southern Halls of Thoth via the secret cliff entrance, defeat a Beastman patrol, and discover the Great Mushroom Cavern.
5/11 AV2 explore the northern Halls, battle undead.
10/11 AV1 Nameless Scale Einar & Stormcloud explore the Great Mushroom Cavern & western halls & caves beyond; wipe out a group of Set guards. Sir Nameless is killed by an Invisible Stalker.
19/11 AV2 in Halls of Thoth, fight halflings.
3/12 AV2 in Halls of Thoth, investigate Thoth statue arms, fight Thoth Guardians & spiders, loot tombs.
4453 BCCC
A quiet year. AV2 largely retire from adventuring, while the members of AV1 are called away on other business.
4454 BCCC

The Falls of Arden Vul


Approaching the Falls of Arden Vul

 After a hard day's ride from the town of Gosterwick, the setting sun illuminates a thunderous waterfall pouring down the fabled cliff face of Arden Vul. Two colossi carved into the cliff to the right of the waterfall stare stonily across the valley. A twinkle of sunlight catches on the rocks ... is it the spray from the falls? or could it be the glint of metal moving up the cliff? There’s only one way to find out ... Adventure awaits!

The Long Falls are visible on a clear day from many miles away on the verdant and temperate valley floor, appearing as a thin stream of white against the grey and green of the cliff face. They are audible from three miles away as a dull buzzing sound in the distance. At two miles it becomes a sustained white noise as loud as a person speaking. At one mile the white cloud of mist and moisture roughly 200 yards in diameter becomes evident, and the sound is loud enough to impede conversation. Beneath the falls conversation is almost impossible, and the sound is loud as thunder among the smell of the damp, mold, and mildew. 
As one closes towards the falls, about a mile away, the Colossal Defenders become apparent. The one representing Arden the Warrior is placed just to the right of the falls, on the east side of the river,  while the other representing Vul the Sorcerer stands another 400 yards further to the east. The figures are carved out of the rock face and extend a good 1,000-1,100’ up the cliff face. The Colossus of Arden is an enormous crouching warrior woman, helmed, with right hand gripping a sword blade down; the left hand is extended outward, palm up; the palm is only about 100’ above the valley floor. The Colossus of Vul is altogether different: slender, cowled, arms folded across its chest, with a stone staff in the crook of the left arm. It always appears to be looking at those who glance at it. The cliff face is uneven rock, with bits of shrubbery and small trees growing out of it; it is home to goats, and worse...


NEW PCs

Races: The dragonborn Lord Shieldbiter has brought many Lizardfolk tribes into the Empire. Kobold Monks are relatively common, there is a Kobold Monastery in the region, while Kobold merchants, typically Rogues, range far from Stonehell Dungeon. The Windriders or Hawkmen are rare, but are known to have a major aerie at Antil. 

PC Class: Fighter and Priest types are particularly suitable as Knights of the Azure Shield (below). Many Nerathi Thieves are members of the Benevolent Brotherhood, a wide-ranging Thieves' Guild.

Starting Characters

 Azure Knight PCs may begin play with chainmail armour. PCs sponsored by the Green Lady may begin with the loan of a fully equipped riding (cavalry) horse, and 3 days of rations.  

Experience Awards: This game uses the standard SD XP table.

Starting PC Level 1st

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(2724) Kensal's Crossing

This is a small, newly established thorpe, inn and trading post on the south side of the river crossing on the way to Arden Vul. Kensal Seawolf (Champion) is an Altanian adventurer who won great wealth from Arden Vul's dungeons in 4453 BCCC and wisely promptly retired, purchasing a bevy of slave girls to service the travellers, merchants and adventurers making the journey from Gosterwick to Arden Vul. Kensal has something of a rivalry with Kronos Kettle-Belly of the Broken Head in Arden Vul's upper city. Kensal's chief slave girl Shakla (Gladiator) is a half Viridian/half elf and  former pit fighting slave, she is well skilled at keeping both unruly slave girls and rowdy customers in line.

Kensal Sea-Wolf


Shakla
(2726) Last Hope
Olek of the Five Eyes, Last Hope
This is an Inn and surrounding thorpe that services prospectors and adventurers heading west into the Tomb Plain and the Castellan Mountains. It is owned and run by the dwarf Chacban dwarf Olek of the Five Eyes (Berserker), assisted by his Tiefling (Demonbrood) lover Shadriel Morningside (Bard). She is considerably older than him, some say a thousand years or more.


Shadriel Morningside of Last Hope



(2825) Nefeti 
Nefeti Torlan
This small farming hamlet is notable only for its substantial shrine to Nephthys, tended by the priestess Nefeti Torlan (Priest), founder of the village. As a priestess of wealth and luck, Nefeti gladly provides healing services and potions to those who can pay for succour.




(2826) The Azure Keep and Gosterwick

The closest town for adventurers exploring the Halls of Arden Vul is Gosterwick, which has rapidly grown up at the foot of an ancient fortress, the Azure Keep. Gosterwick and the Azure Keep occupy an advantageous site atop and around a semicircular, granite ridge. Until recently, the Keep was a ruin, and the small village of Gosterwick was inhabited only by a handful of husbandmen and their families. In 4448 BCCC however, the mysterious Green Lady Alexia Basileon arrived at the Azure Keep with her companions, a sept of the Knights of the Azure Shield. Lady Alexia and the knights claimed the tower as their own and began to restore it, swiftly making it their base of operations in the Vale. Now known as the Azure Keep, it takes its name partly from the name of the knights’ order, and partly from the azure-blue tiles that define the Keep’s roof. In addition to the keep proper, the Knights sponsored the restoration of other buildings in two baileys located atop the ridgeline, including a grand fortified residence for Lady Alexia, stables, dwellings for craftsmen, a well, and stout walls. Soon came the news that Lady Alexia was building a new town at the foot of the keep; this town, Gosterwick, also profited from an ambitious, and swift, building program. Currently some over two thousand souls dwell in Gosterwick, including numerous traders and craftspeople. Lady Alexia is actively recruiting merchants, factors, workers, and retired adventurers to her thriving community.

The Azure Keep: Until recently a ruined fortress lying close to the Farhills River, it has been repaired by a sept of Nerathi knights from the Order of the Azure Shield. This sept is unusual for being politically active, as it is acting in concert with Lady Alexia Basileon, who contests lordship over the Valley with her half-brother, Iskander. The Keep’s roof is tiled with sky-blue tiles and it sits atop a low ridge; the growing town of Gosterwick lies below it. 

RECENT TIMELINE

AD 2016 = 4446 BCCC: Closing of the Black Sun Gate, Fall of Yusan, Oriax flees. Birth of Hassan, son of Hakeem.

AD 2017/18 = 4447 BCCC: 3/4/47 At Hara Hakeem slays Kainos Warbringer, Shieldbiter slays the Cormarrin Princes. 29/4/4447 Borritt Crowfinger destroyed by Hakeem, Neo-Nerath ended. Kingdom of Altanis-Nerath proclaimed, with Hakeem as Regent. His infant son Hassan will marry Eratha Bronze of Hara, and rule when of age. 10/8/47 Hakeem resigns, Lord Namelin Bronze of Hara becomes King-Regent of Altani-Nerath, appointing Minars Rappak as Vice Regent/Commander of the Altanian Host/Warden of Nerra. Then Hakeem returns to Nerra 15/8/47 and falls out with Bronze, angry at his presumption. 18/8/47 Malenn declared Golden Queen of Ahyf. 20/8/47 Hakeem Godslayer vanishes, apparently having undergone Divine Ascension. 21/8/47 Namelin Bronze declared King of Nerath, the restored kingdom centred on Hara. 12/9/47 coronation of King Bronze.

AD 2018 = 4448 BCCC. King Bronze grants Farhills Vale north of Hara to Iskander Basileon, his father Lord Alexios having perished in the recent wars. Iskander's half sister Alexia Basileon then claims the Azure Keep, and refounds Gosterwick.

AD 2020 = 4450 BCCC Shieldbiter defeats the black dragons of the marshes beyond Bisgen, and adds their  territory to Nerath. He is granted Bisgen by King Bronze, but shows little interest in the town.

AD 2021 = 4451 BCCC Shieldbiter establishes relations with the Amiondel Elves in the Claws of Oricha. Travelling north he subdues the red dragon Xathragot, and takes most of her treasure. He gives Laara Greywolf the Crown of Crystal Mind, and has her guard Stonehell Dungeon against the Nixthisis.




Alexia Basileon, the Green Lady

Alexia Basileon, aka the Green Lady: Female Nerathi/Altani noble who feels she has been cheated of her rightful inheritance of Farhills Valley by her half-brother, Iskander. She has established a new settlement at Gosterwick, close by the Azure Keep, and would like to recover the regalia of the archons of Arden Vul as part of her plan to claim her inheritance, and is lately sponsoring expeditions to the ruined city. Alexia has piercing blue eyes, and favors scanty emerald-green clothing. She is a Sorceress, of some power (7th level caster). She is well-connected in Hara, although she is currently considered a loose cannon. What is less well known is that her mother Aless was Greywolf Altanian; she is quietly on excellent terms with several of the local Altanian chiefs including Kaag Tigerkiller of the Greywolf, a nephew of her dear departed mother Aless Greywolf. The Green Lady's mixed blood makes her a bitter enemy of the Black Sun Alryan supremacists, though her father Alexios fought for Neo-Nerath and was slain at the Battle of Nera in 4446 BCCC by the Seawolf under Minars Rapak.

Iskander Basileon, aka the Lord Farhills: A male Nerathi aristocrat and prominent member of the Basileon clan, son of Alexios Basileon by his second wife Torani. Iskander has been awarded lordship over Farhills Vale by the King of Nerath, Namelin Bronze, over the loud objections of his half-sister, Alexia Basileon.

Iskander Basileon

Ysabet Basileon: Female Nerathi aristocrat and courtier. Ysabet is cousin to Alexia and Iskander Basileon. Ysabet currently serves as emissary for Alexia, but hopes to marry Lord Valerian Krakteros, an important Nerathi noble. She is most often in Hara.





Arden Vul - City Ruins & Ziggurat

Arden Vul Cliff Face

The Knights of the Azure Shield

A military order of up to several hundred knights that spans the new Nerathi empire, the Knights of the Azure Shield are organized into septs of twenty knights (plus squires) led by a Commander. The entire order is currently governed by the Grand Master from the Night Tower in Hara, although individual septs operate as distinct, largely-independent units. Traditionally said to be founded 400 years ago (4050 BCCC) by the great paladin of Mitra, Keladon Gesedion (known as ‘the Wall’), the Azure Shield was revitalised with the establishment of New Nerath, and the outlawing of the Black Sun order aligned with Zehir-Set. The mission of the order is to aid the needy wherever they may be found, without regard to faith, alignment, or social rank. As a result, the order has a reputation as a motor of social mobility, as the stories of men and women from modest backgrounds who joined as grooms, lackeys, or servants and rose to become a squire and/or knight are legion. While not technically defined by alignment as a ‘good’ organization, the order has nevertheless acquired a reputation as a haven for naive do-gooders. The sept that has restored the Azure Keep is unusual among the order, and for several reasons. First, it is obviously aligned to a political figure, Lady Alexia Basileon. This runs contrary to the usual ethos of the knights, who pride themselves for their neutrality in the game of thrones. Many thus sneeringly dismiss this sept as ‘mere mercenaries’ working for the Green Lady. Secondly, it is larger than a normal sept, with thirty knights and an equal number of squires. Finally, its goals and motives appear to most observers to be opaque, and certainly not typical of the order. While the knights have been known to assist travelers on rare occasions, they do not seem to seek out the needy and downtrodden; instead, they seem more inclined to keep to themselves. Some wags claim that the knights literally have been bewitched by the ‘Green Witch’ (Alexia).

Character Level Knight Rank

0  Armiger (in training)

0 Scutifer (in training)

1-2 Knight Errant

3-4 Knight Bachelor

5 Knight 

6+ Knight - Knight Commander (Conroi)

8+ Knight - Knight Commander (Sept)

10 Knight - Grand Master (Order)

Newly knighted knights are Knight Errant F1-2. The majority of the Order are Knight Bachelor F3-4, with a minority of full Knights F5+.

RUMOURS

4453-4 BCCC

The Pyramid of Thoth 

A huge pyramid standing in the ruins of the above-ground city of Arden Vul. The pyramid was a central site for the worship of Thoth, and still contains a bejeweled cult statue. More importantly, the pyramid contains the best and most reliable way of entering the dungeon levels. It is said that placating the cult statue is the way to open the route to the dungeons. Wise speakers might comment on the strange fact that the pyramid is one of the few structures in the city that was not ruined by the [dragon, Sortian magic, giants, divine anger - the cause varies by speaker] that destroyed the city.

The Glory of Thoth

A glorious, bejeweled statue depicting the god Thoth. The statue is said to lie directly beneath the Pyramid of Thoth. One must beware, for the Glory comes to life to protect followers of Thoth and to smite evildoers. It is said that placating the Glory with gifts of gnostic knowledge will secure a blessing from the god.

The Forum of Set 

Although it has been proscribed for centuries within civilized territories, a cult of the god Set has risen again, and has reoccupied the old market forum within Arden Vul. The forum is easy to access through a hole on the cliff-face. The cultists welcome those who show respect to their dread Lord, and particularly to those who bring valuable goods to trade in the Forum. The Forum is the best site from which to outfit expeditions to other parts of the Halls, at least for those strong enough to resist the nefarious slavers guild, known as the Guild of Service. The high priest of Set commands the loyalty of lots of monsters, who provide security for the Forum.

The Arena

A neutral ground deep within the mountain, where gladiatorial bouts are presided over by a fearsome undead warrior. It’s a good place to gain experience by fighting, as well as the best spot to gamble and seek information. Bring your purse, because the arena isn’t cheap. Although anyone can participate in arena bouts (if they dare), the house gladiators rarely lose. The Arena is hard to find within Arden Vul.

4452 BCCC

The Missing Regalia

Lady Alexia Basileon is desperate to recover the four pieces of regalia that defined the office of Archon of Farhills Vale, during the glory days of Old Nerath. She believes that possession of the items will allow her to wrest lordship over the Vale away from her half-brother, Iskander. Rewards include all treasure found within Arden Vul except the regalia), a finder’s fee of 2,000 gp per item, and significant political influence. The four pieces are the Iron Circlet of Ghanor, the Bone Ring of Jagri-Naz, the Ebon Spear, and the Tablet of the Beacon.

The Abducted Priestess 

Delanie of Capricia, the shapely Priestess of the Temple of Meroya at Hara, and a favourite of Nerath's King Namelin Bronze, was abducted M8 4452 from a caravan rest on the road east of Arden Vul. Nerathi Scouts followed Kobold tracks west as far as the Falls of Arden Vul, where the tracks met with numbers of larger, yet strangely abhuman, tracks. Both Prisha Acharya, the High Priestess of Meroya at Carchimish and King Namelin Bronze want her back, and are offering a joint reward of 5,000 gp to those who can accomplish the deed. Update 4454: Attempts to recover the priestess have not been successful.

The Black Sun

Proscribed by Namelin Bronze, King of Restored Nerath, the Order of the Black Sun still festers in hidden places across the Empire, worshipping the dark god Zehir-Set. Rumour has it that Black Sun agents are active in the region of Arden Vul. They may even have a lair within the ancient halls.

The Sign of the Broken Head

Two enterprising rascals, the Altanian Kronos Kettle-Belly and his half-Alryan priestess lover, Estelle, have established a fortified refuge and trading center for adventurers, merchants and scavengers in the city ruins of Arden Vul, just beyond the northern River Gate. Kronos built his inn on the solid foundation of an old outbuilding, and used scavenged stone blocks and wood beams to build. The main structure is fort-like, with almost no windows on the stone ground story, and only a few narrow windows set into the wooden second floor. It resembles, in short, a blockhouse with connected stable. Several less-fortified outbuildings are scattered nearby, including a smokehouse and two storehouses. Kronos and his men have salvaged the colossal head of Arden the Defender from the ruins of the forum and have mounted it on a beam above the front door of the Inn. The head is six feet in diameter, with oval, staring eyes (empty of their insets), and is depicted clad in an antique helmet. 


The Sign of the Broken Head - artist's impression




Estelle of the Broken Head
Kronos Kettle-Belly




The Pyramid of Thoth

Halls of Arden Vul

 

From Arden Vul by Jaedor the Just, Temple of Mitra, Gosterwick, 4452 BCCC.

The History of Arden Vul

The first emperors of Archontean Nerath (ca 3400-4197) established the settlement of Arden Vul on the plateau for reasons both strategic and sorcerous. It was named for the two heroes, Arden and Vul, who located the chambers beneath the plateau, and who served as the first governors of Arden Vul for more than a decade. The city (more properly a town) was largely devoted to scholarly and sorcerous pursuits; that is, it was not an open city, nor did it grow up on a trade route. Entrance to and from Arden Vul was carefully scrutinized, and those permitted to live within were those whom the Empire needed or wanted. Foodstuffs and other necessities were largely shipped in, either by sorcery, or from the latifundia created in the valley below. Due to its non-mercantile nature, the town was marked by a large proportion of monumental building, both of temples and of palaces for important functionaries of the Empire. In times of trouble the city came to be seen as a retreat and safe haven, and in its last centuries was marked by greater militarization and frantic excavations below. The longest-lived and most important organization in the ancient city was the temple of Thoth, whose pyramid still stands, and provides the most well-known entrance to the Halls of Arden Vul. Late in the 4th Millennium BCCC the city became riven by two factions known as the Sortians and the Theosophs; the Sortians, led by Priscus Pulcher, Isadora, and others, sought to open access to magical training and knowledge to all those who possessed the gift, while the Theosophs, led by the powerful and conservative temples of Thoth, Horus-Mitra, and Zehir-Set, sought to preserve the restrictive and hierarchical model that had endured for centuries. During this period of civil disorder much digging occurred below, as rival groups staked out a position. Some time prior to 4000 BCCC the city was finally destroyed in a cataclysmic event, one that leveled and scorched its precincts. In 4170 BCCC, during the last phase of Imperial rebirth and expansion, Emperor Phocion IV sent an expedition under the command of the archon Adrienic to reclaim Arden Vul (and search for arcanum magicum). Adrienic established his seat in the Middle Halls, but his expedition was destroyed after less than 20 years. Then in 4197 the Ruin Horde ended the Old (Archontean) Nerathi Empire at the Battle of Gedden Plain, and for a time Arden Vul passed out of history.

The Geography of Arden Vul

At its peak, Arden Vul covered an area of only about 16 hectares, or about 1.8 million square feet, and had a population (mostly of elite specialists) of 10,000. Today Arden Vul is largely a ruin. Its walls have almost completely collapsed, allowing plants and animals to move into the ruin. The gate towers are in better repair, and many still stand (or have been repaired). Most of the western side of the city has become a swamp due to the failure of the irrigation and drainage efforts instituted by the empire. The east side is in better shape, with a broad boulevard running from north to south, and several monumental structures still intact. Those considering the cause of the demise of Arden Vul may be drawn to two facts, which are only observable to those who care to look: 1) the east side (except the pyramid) seems to have been flattened by a wall of enormous force, as if a child has swept through a block-city with her hands; 2) the western side, and the remaining foundations of the east side, appear to have been charred by enormous heat. The most significant structures still remaining in the city are 1) various gate-towers, 2) the Great Pyramid of Thoth, which is visible to all those who enter the now-ruined town, 3) two tall obelisks , one on each side of the river, 4) a long and low bungalow, also on the western side, 5) portions of the old donjon, and 5) the complex of jumbled buildings that forms the imperial Archon’s Palace.

________________________________________________________________

GOSTERWICK

Town Guards A contingent of 40 guardsmen enforce the peace and the orders of Eusebia Phocas. They reside in two fortified wooden towers, known colloquially as the ‘kettles’ (see AK-32).

The Wardens of Vetucaster Lady Alexia (AK-2) has initiated a new program designed to attract well-to-do merchants and adventurers to Gosterwick. She calls it the ‘wardens’ program, for anyone who takes up the offer is given an impressive diploma naming him- or herself as a ‘Warden of Vetucaster’, the old name for Gosterwick prior to the town's sacking in the Gnoll Times, ca 4198 BCCC. Wardens are granted the rights of citizenship and the opportunity to buy land within the town at a 50% discount; in addition, for every prosperous merchant or craftsman that a Warden convinces to settle in Gosterwick, she pays a 750 gp bounty (similarly with aristocrats) to the Warden. In return, the Warden must commit to remaining in residence at Gosterwick for at least 80 days per year (20 days per season), must contribute to the town defense, and must obey the lawful orders of the thesmothete or the knight commander. Alexia is explicitly targeting mid- and high level adventurers who might be interested in retirement, but who are still active and useful. 

 AK-1: The Azure Keep

The keep is sited atop a curved ridge that rises 45’ above the flatlands surrounding it. The central tower of the keep is 50’ square, with four above-ground floors (plus the roof level) and two below ground cellars. The cylindrical roof reaches nearly 65’ above the ridge and is sheathed with sky-blue porcelain tiles. Access to the keep is via wooden stairs rising to doors set into the keep walls at the level of the first floor (in other words, there is no ground-floor access). Numerous arrow slits, or windows, dot the walls of the first, second and third floors; each window can be shuttered from within the keep. The roof level has four larger openings in its walls that allow ballistae to fire at attackers from all directions. Although the square tower is the oldest and most recognizable element of the keep, the keep also comprises two walled baileys lying to the north and south of the tower. In the northern bailey may be found the stables of the Order, as well as a stone barracks and residence for the knights and their guests.

The keep is governed by Sept Commander Horatius Gesellion. Three Knight Commanders assist him: Gaius Christopher Relleion, Martin Hadellor, and Lucia Nemead. The remaining 27 knights are divided into 3 conrois, or troops, of nine knights, each led by one of the Knight Commanders. Each of the knights hand-picks his/her own squire. The Azure Keep is home to 30 31 knights (typically F3-F4), 31 squires (typically hd4, but including F1 Armigers & F2 Scutifers), and approximately 65 others - some 30-35 archers and soldiers (typically hd3), plus 30-35 non-combatants - grooms, lackeys, servants, cooks, and various support staff (typically hd2).

Services and Personalities
The knights have their own stable, smith, farrier, leatherworker, and bowyer and fletcher. Only the knights or their very close friends can make use of these services. 
Horatius Gesellion, Sept Commander of the Knights of the Azure Shield. 
Gaius Christopher Relleion, leader of First Conroi 
Martin Hadellor, arms master for the Knights, leader of the Second Conroi 
Lucia Nemead, leader of the Third Conroi 

Recent losses: The Knight Errant Messoria was slain by Beastmen in the ruins of Arden Vul, M8 4452 BCCC.

Horatius Geseillon
Gaius Christopher Relleion


Martin Hadellor

Lucia Nemead



AK-2: The Residence
The northern, fortified bailey of the Keep complex is home to a large stone palace, where Lady Alexia resides. The residence takes the form of a basic, three-story rectangle. The ground floor holds ‘public’ spaces, including a grand audience hall, a library, a formal dining room, and the kitchens. The second floor holds Alexia’s personal apartments, her study, and her treasury. The third floor is devoted to rooms for servants and guests. Alexia is somewhat reclusive, preferring to remain in the Residence most of the time. It is not widely known that she is a talented mage, with an interest in water magic. Alexia is unlikely to meet with random visitors, leaving such duties to her steward, Freydis. Only those whom she trusts, or whom she has identified as being capable of serving her interests, will earn the coveted private interview. Alexia is engaged in a long-term struggle for influence in the Valley with her half-brother, Iskander. Iskander managed to convince the Emperor to award lordship over the valley to him, over the strenuous objections of Alexia. Alexia has decided to retaliate indirectly, by founding Gosterwick and attempting to win the allegiance of the local farming and merchant families. Recognizing that their dispute will shortly come to a head, Alexia is also hiring capable adventurers to search Arden Vul for the four lost pieces of archonal regalia; she believes that if she could obtain these minor artifacts, her claims will be given greater credence. The regalia are the bone ring of Jagri-Naz, the tablet of the beacon, the ebon spear, and the iron circlet of Ghanor. Alexia is served by a staff of fifteen and a complement of ten personal guards.
Services and Personalities
Alexia can arrange for healing services and the provision of basic equipment for those whom she has taken into service. She can also supply up to ten potions of healing to such persons at a discount (40 gp/potion). 
Lady Alexia Basileon, the ‘Green Lady’, female sorcerer and aristocrat
Freydis the Stern, female aristocrat and no-nonsense steward of the Residence
Teodora Balcingor, chief hunter/ranger and primary advisor to Lady Alexia 

Teodora Balcingor



AK-3: Kaelo’s Bathhouse

Kaelo & Company
This sprawling structure occupies three once-distinct but now connected stone buildings lying along the river front, just inside the Water Gate. The buildings have been reconceived as bath-houses: the main entrance is through the middle building, which leads to the tepidarium, or warm bath. From there, visitors can move either north to the frigidarium (cold bath) or south to the calidarium (hot bath). On the second floor above the calidarium are a set of sauna rooms, while above the tepidarium are some private rooms for conversation and casual dining. The three floors above the frigidarium are divided
into small private chambers, where the slaves owned by Kaelo entertain customers. The bathhouse is a democratic institution in Alryan culture; one is likely to encounter people of all classes here. Although many enjoy a rousing debate or argument at the baths, brawling and/or physical confrontation is considered bad form; indeed, Kaelo will have his guys apprehend and expel any who break his rules. Kaelo is said to pay the Benevolent Brotherhood a portion of his monthly earnings for security and protection.
Kaelo's Bathhouse
Services and Personalities
It costs 1 sp to visit the baths. Additional costs are imposed for additional services, including towels, oils, massages, refreshments, and an assignation with the bath slaves.
Kaelo, male Alryan, owner of the bathhouse
30 pleasure slaves 
10 slave attendants and 10 guards

AK-4: The Bailiff ’s Truncheon
Located at the foot of the hill holding the Residence, this tough, seedy bar occupies the ground floor of a wooden triplex. The bar is cheap, dirty, and usually crowded. It is an open secret that the Truncheon has two sizable basements, the second of which holds nightly bare-knuckle fights. Although Egill is not himself a member of the Benevolent Brotherhood, he provides a monthly gift to the Brotherhood out of respect (and for protection). As a result, there are almost always several members of the Brotherhood present in his tavern; they can point inquirers to the Brotherhood chapter house.
Services and Personalities
Alcoholic beverages. Gambling on bare-knuckle fights.
Egill Flat-nose,  owner and gregarious bartender 

AK-5: The Benevolent Brotherhood
As is the case in most Nerathi towns, the empire-wide thieves guild known as the Benevolent Brotherhood operates a public chapter house in Gosterwick. The chapter house is unassuming, taking the form of one section of a triplex near the docks. The ground floor of the chapter house is open to the public; its contents are few, namely a receptionist at a central desk and two banks of wooden pigeon-holes on the flanking walls. The receptionist, whose name is always ‘Shirley’, greets visitors cheerfully and helps them to fill out a request for services; she also offers advice about which “brother” is best suited to answer that request. Petitioners then file their request in one of the pigeonholes (each is marked by the symbol of one of the Brotherhood’s members). The members of the guild check their boxes after hours and respond individually to any pertinent requests. Requests are often traded among members, especially if a job is unsuitable to the chosen thief or if the job requires a more substantial budget or team. Three different women who perform the ‘Shirley’ role in rotating shifts. All three are only receptionists; they have no thief skills and know the locations and/or identities of none of the brothers. The second and third floors of the triplex hold mostly empty rooms where brothers in the guild can meet, plan, and train. The brothers use hidden entrances to access the chapter house; they never walk in through the front door. It should be clear that the Brotherhood is never required to accept a job proposed by a citizen; it typically refuses jobs that require murder, assault of important imperial officials, or theft of imperial property. In addition, the Brotherhood also mounts its own operations.

Brotherhood Structure

Seven cells of thieves, or ‘brothers’, operate in Gosterwick. Each is led by a ‘big brother’. While brothers can recognize each other through the thieves’ cant, customarily there is little interaction between the cells. The two ranking Big Brothers are Reesa the Hammer (AK-4), whose crew specializes in protection and extortion, and Anders the Snake (AK-5), whose crew contains the best second-story men and women. Anders and Reesa are the only two Big Brothers who know the identity of the Elder Brother of Gosterwick.

Services and Personalities

Citizens can petition the Brotherhood to take on jobs. The cost of jobs (threats, extortion, thievery, robbery, assault, etc.) varies by the job and its difficulty.
Shirley, female ‘receptionist’
Anders the Snake, male thief

AK-6: The House of the Gods
This large structure appears quite impressive, as it resembles a large Corinthian-style temple. The roof is 20’ above the floor and is supported by a set of stone columns on all four sides. Within are freestanding shrines to most of the local deities who do not have their own temples. These shrines
vary in size and sophistication, but most typically contain nothing more than a covered altar, a locked stone chest for offerings, and a variety of highly personalized ‘decorations’ meant to illustrate
the god’s main principles or avatars. Since none of the shrines has its own dedicated cultic precincts, they typically are staffed by volunteer (if highly dedicated!) lay priests.
Services and Personalities
None of the shrines has permanent classed clerics attached to it. There is a 2-20% chance (depending on the popularity of the deity) in question that a priest of a particular deity is visiting the shrine for 1-3 days.  They are typically uninterested in providing extensive services (healing, etc.) for fellow devotees; only the most severe need will cause a visitor to aid adventuring parties. Those seeking clerical services are better served by visiting one of the permanent temples. Each shrine has 1-10 lay priests who maintain the shrine, collect and make use of offerings, etc.

AK-7: Temple of Mitra
Jaedor the Just

Mitra (LG, symbol: Sun or Lion's Head) is a popular deity associated with justice, protection, serving the weak, and the cleansing properties of fire. The temple of Mitra in Gosterwick is a circular structure of stone, fronted by a portico with an impressive pediment. The pediment shows Mitra, dressed in his shining mail, striding among worshippers, dispensing justice, and punishing the guilty. The main cult object is found within the circular structure; it takes the form of a statue of the god, dressed in an Alryan-style toga, holding the scales of justice forward in his left hand. Worshippers place offerings in the right-hand side of the scales, hoping that Mitra will ‘balance the scales’ by helping their causes. Cleverly set into wall circling the main shrine are the apartments and bureaucratic offices of the cult.
Services and Personalities
The clerics offer healing and other spell services to the worthy.
Gesteon Probus, a paladin of Mitra, is a champion of the weak and offers training to paladins.
Jaedor the Just will train any good aligned clerics. She can even raise the fallen.
Jaedor the Just, C9 female cleric of Mitra, chief priestess of the temple
Gesteon Probus, male Nerathi paladin of Mitra, defender of the temple
3 clerics of Mitra, priests
4 fighters

AK-8: Temple of Heschius Bane
Urdenna Belst
Heschius Bane (LE, Symbol: Spear) is one of the most popular of Alryan gods, since his ethos of might and the inevitability of power appeals not only to the actual powerful but to the general Alryan sense of their empire’s manifest destiny. His proud temple lies at the rear of the hill of the Gods. Like the temple of Lucreon (AK-10), its form is that of the classic three-chamber temple. The outer chamber, or ante-cella, is for conducting the simplest rituals and for allowing the celebrants to properly prepare the congregants for the rituals held in the inner chamber, or cella. The third chamber, or postern, abuts the cella but provides no connection to the inner fane; the apartments and offices of the clergy are found there. The main cult statue shows Heschius Bane in the armor of an Alryan legionary, standing with one foot on a trampled enemy and holding a whip and a set of shackles in his hands. Celebrants are encouraged to offer gifts of wealth into the open mouth of the defeated enemy and also to shed a bit of their own blood on top of the trampled enemy’s head. As a result, the cella smells strongly of blood. During the most solemn rituals, the cella is closed to all but the most powerful worshippers; on these occasions, a series of slaves procured in Hara are sacrificed to the god, with the clergy and powerful laity jointly participating in the sacrifice. Since Hakeem's victory over Kainos, many Nerathi have come to identify the Altanian war god Bondor with their war and conquest god Bane ("Bane-dor!"), and Hakeem as the "New Son of Bane".
Services and Personalities
The clergy provide healing to those who seek it (although with some condescension, as to need healing is to show weakness).
Urdenna Belst will train evil-aligned and Bondorite clerics.
Urdenna Belst, C8 female Alryan cleric of dread Heschius Bane
4 clerics of Heschius Bane, priests
8 fighters

AK-9: Temple of Demma-Erathis
Demma or Erathis-Demma (LG, symbol: shamrock) is a very popular deity, as she represents bountiful harvest, motherhood, and the mercy of rulers. Demma’s temple is shaped like a larger version of the tithe barns that dot the rural countryside. Two stories tall, it is made of stone with pediments showing the goddess disbursing seeds to faithful humans. Inside, a peristyle supports a second floor while leaving the central space open to the roof. Within the peristyle is a 30’x10’ plot of ever-fertile earth. What is planted in this plot varies by the month, but thanks to Demma it is always fully-grown and ripe: one may find wheat, barley, millet, hops, oats, rye, or sorghum growing here, always at peak ripeness. Twice per day, a magical rainfall drops on this plot from the roof. A modest statue of the goddess, 15’ tall, rises from the center of the plot: she appears as an Alryan woman dressed in formal toga, with a circlet formed of wheat stalks. The second floor contains apartments for the priests, a barracks, supply rooms, and several meeting rooms.
Services and Personalities
The lesser clerics regularly offer spell services, although precedent is given to followers of Demma and the rural poor. Vivian can provide more advanced cures and will train good aligned clerics.
Vivian, C9 male cleric of Demma, chief priestess
4 clerics of Demma, priests
6 fighters

AK-10: Temple of Lucreon
Lucreon, previously Zehir-Lucreon (LN, symbol: overflowing coin purse) is one of those deities who is rarely loved, but often placated; many merchants seek his blessing before a new venture, and even lesser folk are known to seek his fortune with a few coppers of offering. The shrine to Lucreon is a classic, three chamber structure. The front is the ante-cella, in which the clerics and the devout congregate. The middle chamber is known as the cella, and it is here that the main rituals take place. On the opposite side of the cella is the postern; it is unconnected to the cella and holds the administrative offices and apartments of the clergy. The main cultic object within the cella is the colossal granite statue of Lucreon, dressed as an Alryan factor associate, holding a massive bag of coins in his outstretched right hand. A large wooden chest sits below the money bag; believers are encouraged to place their offerings into the chest. Lucreon’s shrine is home to one of the most impressive mysteries of the temples of Gosterwick. As soon as a coin drops to the bottom of the wooden offering box, it magically appears in the air above the statue of Lucreon and falls 10’ into
the god’s open money bag. As a result, during important rituals, a near constant stream of coins may be seen to come clinking down from thin air to fill the god’s bag. It should be noted that when the
temple is closed for the night, the clerics empty Lucreon’s bag so that it will be ready to perform the mystery on the morrow.
Services and Personalities
The clerics will perform healing, but a bit more grudgingly than their counterparts in the good-aligned temples. Halidor will train any cleric who pays his fees.
Halidor the Observant, C7 male cleric, and chief priest, of Lucreon
6 clerics of Lucreon, priests
5 fighters

AK-11: Residence of Chairduster the Metallurgist
Chairduster
Chairduster, the finest gold- and silver-smith in Gosterwick, lives in this spacious townhome with his wife, Facetcutter. Although his shop is located elsewhere (AK-28), Chairduster has his workshop here, in the basement (forge) and third floor. The first and second floors are given over to their well-appointed living spaces. Chairduster is truly gifted (Excellent skill level jeweler, and Superb skill level gemcutter) and is capable of creating jewelry and all other sorts of gold- or silver-based objects. Facetcutter spends her days managing their shop in the Upper Market. The residence is guarded by a war dog and by two private security guards. 
Services and Personalities
There are no services here. All business is transacted at the shop (AK-28).
Chairduster, male kobold goldsmith and silversmith
Facetcutter, female kobold, shopkeeper (only present in the evenings)
Bas the war dog (as wolf)
2 private security guards, fighters


AK-12: The Stunned Acolyte Inn
An elegant, four-story, stone-and-wood structure, the Stunned Acolyte faces the Golden Road and is a mere stone’s throw from the Hill of the Gods. The ground floor holds reception, a private dining room, the kitchen, and a wood-paneled common room. The upper floors are divided into rooms for rent; most are singles, but there are two suites on the second floor. The Stunned Acolyte prides itself on elegance and quality and has the prices to prove it. It attracts the wealthier clientele, naturally. The innkeepers have even been known to refuse service to those they feel ‘don’t seem like our kind of people’.
Services and Personalities
The Acolyte is known for its fine dining. A ‘simple’ meal runs 1 gp, but a full sampling of Tador’s genius can run to 15 gp/person. A night in a single room is 2 gp/head (max. of three persons per
room); the suites go for 10 and 15 gp/night respectively. Although the Acolyte doesn’t have its own stables, Ulf has an arrangement with Sakeon (AK-31) to stable visitors’ mounts for 1 gp/night.
Ulf Vareon, the Skandik owner and innkeeper, with his Alryan wife Helena
Tador, the gifted chef
Priasson Kaledor, merchant from Narsileon 

AK-13: The House of Sight
The House of Sight, colloquially known as the Drome, is housed in this comfortable, 2-story wood structure. This branch of the Nerathi bureaucracy is responsible for the imperial postal service, diplomacy, and intelligence gathering. The logothete in charge of the House of Sight is Audun Yellow-Eyes. The first floor contains a reception and audience chamber, several private interview rooms, and a small guardroom. The cellar contains cells for prisoners, and a lead-lined vault for storing treasure and
valuable information. The second floor holds Audun’s quarters, a map room, and a scrying room. 
Services and Personalities
Citizens typically avoid the House of Sight. Some of the richest and best-connected townspeople might seek to send important and rapid messages through the mundane postal services that Audun offers. Most citizens, however, are afraid of falling under the Drome’s scrutiny.
Audun Yellow-Eyes, logothete of the House of Sight, Spy
3 fighters as guards

AK-14: Torunn the Smith
Torunn
Torunn’s shop is the largest of the three smithies in Gosterwick, mostly because Torunn, a formidable woman, is the most talented smith in town. She runs her smithy with an iron fist, directing her teams of apprentices in projects mundane and extraordinary. Most of the work is of the mundane variety, producing objects for home use; her apprentices typically produce this work. Torunn reserves her time and talent for higher profile projects. In addition to fancy metalwork for domestic and civic use, she can produce all the sorts of metal weapons and armor. 
Torunn the smith, female Skandik
6 apprentices



AK-15: The Private House
This well-appointed town house is 25’ square. It is home to the Private House, that branch of the imperial Nerathi bureaucracy charged with administering the estates and financial perquisites
belonging to the imperial family. As yet, the imperial family owns no property in Gosterwick save for this structure, so the duties of the logothete are limited to collecting the taxes which belong to the emperor: market taxes (a flat fee per vendor, plus 10% of sales), a cartage tax (1 sp per axle leaving the city), and 50% of all proceeds from High Justice. The current logothete is Aedelwine the Fair, an unassuming woman who was appointed by Lady Alexia. Aedelwine relies on the House of Coins (AK-19) to perform the actual collection of revenues.
Services and Personalities
Most citizens have little reason to visit the Private House.
Aedelwine the Fair, female Thorcin Noble and logothete of the Private House

AK-16: The Old Well Tavern
This 2-story wooden structure is marked by numerous gables, dormers, and unusual architectural obtrusions. Taking its name from the covered well next door, this watering hole is popular with
middle- and upper-class residents. There are bars on each floor, and numerous alcoves for private conversations. The second floor also holds six private rooms, which are used both for private gatherings
and for assignations arranged with the escorts who work in the tavern. The male and female escorts are known as the Plums and are of high quality and discretion; inquiries about retaining a Plum must be made directly with Laedion Verr, who is protective of his boys and girls.
Services and Personalities
Alcoholic drinks and escort services.
Laedion Verr, male Alryan, owner and chief bartender
Verr’s Plums, seven attractive escorts. 
The slave girl Aedina is a reliable source of overheard gossip, including from adventurers and traders discussing Arden Vul.

AK-17: The Rarities Factor
The newest of the merchant factors in Gosterwick was recently founded by Wicktrimmer, a kobold and retired adventurer. His niche industry is antiquities, particularly those recovered from ruined tombs, dungeons, and other locations (such as the nearby Arden Vul). Of course, to compete with the
other markets, Wicktrimmer also offers the other basic services of a factor, including banking services and caravan services. To this end, Wicktrimmer’s location near the Grain Hall has ensured that he is starting to receive contracts for shipping goods other than antiquities. The ground floor of the three-story wooden structure is given over to the reception area where associates conduct business with clients. The second floor holds offices and a dining room, where Wicktrimmer periodically entertains his old adventuring buddies. The third floor is devoted to his personal apartment, plus a guest suite. The vaults are in the basement and are, according to local gossip, protected by both an earth elemental
and the ghostly gurgles of a drowned goblin (relics, again, from his adventuring days). Wicktrimmer oversees a staff of 3 associates, six clerical workers, and four tough-looking mercenaries. 
Services and Personalities
The Rarities Factor provides the usual banking services: deposits of valuables worth at least 150 gp at a rate of .75% of their worth per month. Caravan services are also regularly available, whether it be hiring an entire caravan (rates vary) or adding letters (15 gp/letter) or goods (18% of the value of each mule’s worth of goods) to an existing caravan. As of yet, the Rarities Factor only
has branches in Newmarket and Hara; it hopes to expand to other sites in the near future.
Wicktrimmer, Kobold and Chief Associate of the Rarities Factor 
4 fighters, as guards

AK-18: The Grain Hall
One of the largest structures in Gosterwick, this cavernous, wooden hall was built and is maintained by the local Farmers’ Collective. The Collective acts as a ‘craft’ guild for the farmers active within a three-day walk of Gosterwick. Members of the Collective can store their surplus grain in the Grain Hall, where the Collective’s permanent staff hold periodic auctions to those in need of wheat, barley, oats, hops, millet, hay, and the like. The ground floor is 20’ tall and is usually crammed with bales, bags,
Fael Valdersdot
or barrels of foodstuffs. A second floor holds the offices of the Collective’s staff, as well as an apartment for the manager and eight tiny bedrooms for visiting members of the Collective. A basement
is accessible via several large trap doors. The Collective owns a piece of the carting business located just to the west of the Grain Hall. Despite the dusty, fire-trap nature of the Hall, the Collective
is widely respected in Gosterwick for its wealth and influence.
Services and Personalities
Those in need of bulk foodstuffs can come to the monthly auction to bid on whatever is available.
Isidor Quick-Tongue, manager and auctioneer
Fael Valdorsdot, female half-elf Druid




AK-19: The House of Coins
This two-story structure is entirely made of stone, with a slate roof. Aside from two entrances on the ground floor and four windows on the second floor, no means of entrance are visible.
The ground floor contains a public reception/service area and a guardroom. The vaults in which tax revenues are stored are in the basement. The upper story holds offices and the residence of Thereon Glesteon, the aristocrat whom Lady Alexia has named as logothete of the House of Coins. This standard unit of Nerathi bureaucracy is responsible for collecting general taxes from citizens
of the empire and for supplying monies for approved public expenditures. The former is the responsibility of the logothete, who employs a group of five ‘revenue agents’ to collect the two basic
taxes: the poll tax of 1 sp per person per quarter, and the property tax of 1% of the value of property (assessed annually). Expenditures are suggested and approved by an executive committee comprised
of Lady Alexia, Eusebia the Thesmothete, and the three logothetes.
Services and Personalities
Most citizens rarely visit the House of Coins, except to contest (usually futilely) tax assessments.
Theron Glesteon, male aristocrat, and logothete of the House of coins
8 elite guardsmen, Alryan fighters
Bureaucrats

AK-20: The Silent Factor
The mysterious Silent Factor has established its presence in Gosterwick here, in a large structure facing Stone Street. It is a twostory stone structure whose existing windows have been closed by permanent shutters. The ground floor holds interview rooms for meeting with clients, as well as offices for the associates. The upper floor holds apartments for the associates and the hidden vaults; the basement holds the main vaults. Alone of the major empirewide factors, the Silent Factor believes that anonymity in business transactions ensures that egos, rivalries, and enmities do not spoil good business.
As a result, all associates of the Silent Factor dress in head to-foot robes made of red silk that conceal their bodies; this attire includes a full, burqa-style head covering. In addition, associates refuse to speak to non-associates (and to each other, when in the presence of non-associates); instead they use sign language. Since most non-associates are not familiar with these signals, the Factor grudgingly employs a handful of ‘translators’ whose job it is to meet clients, evaluate their requests, and vocalize the associates’ hand signals during any negotiations. Those seeking the services of the Silent Factor must approach the public door, knock loudly, and state their business through an eyehole. Visitors are admitted by a translator, who listens to their business, and conducts them to an appropriate interview room; there, three associates from the factor will listen and negotiate (through the translator).
Like all the factors, the Silent Factor offers banking services, transport services, and communication services. The Chief Associate in Gosterwick is Warin the Tall; he oversees 10 associates, 3 translators, 10 staff, and 10 guardsmen. 
Services and Personalities
Despite the off-putting demeanor of the associates, the Silent Factor is highly esteemed for its discretion and absolute neutrality; indeed, many consider it the most secure of the Factors. Many make
use of its banking services. One can deposit wealth (a minimum of 500 gp) for a 1.25% service fee per month; withdrawals are possible at any time, whether from the branch into which the deposit was
made or by letter of credit at any other branch of the Factor within the Empire. Frequent or high-volume depositors may be offered a more favorable rate of .75% per month.
In addition, the Factor will arrange and conduct caravans to and from other major settlements within the Empire; the costs of such caravans must be negotiated on an ad hoc basis. It is sometimes possible to add one’s merchandise to an already constituted caravan; the Factor will typically be willing to accept any number of sealed letters and up to one mule’s worth of goods. There is a 33% cumulative chance per week that such a caravan is available. The cost of sending a letter in this way is 25 gp; the
cost for adding a mule’s worth of goods is 200 gp or 20% of the appraised value of the goods, whichever is higher.
Ellisif, female translator
Warin the Tall, male thief, and Chief Associate of the Silent Factor
Neftali, male Dorin magic user, associate of the Silent Factor
10 fighters, as guards

AK-21: The Yellow Cloak Inn
The Yellow Cloak occupies one of the oldest structures in Gosterwick on a favorable site adjoining the Central Market. The main structure is painted imperial yellow and is 5 stories tall. Facing Stone Street, the ground floor of the main structure holds reception, a lounge, and the upper-class common room,
while the upper floors are divided into individual rooms for rent. The subsidiary structure faces Imperial Row and is newer, being only three stories tall; the ground floor holds the kitchen and main common room, while the upper two floors contain several dormitory-style bunkrooms. The Yellow Cloak is the larger of the two inns in Gosterwick and has a more eclectic clientele.
Revet
Services and Personalities
Meals in upper-class common room range from 5 sp to 5 gp; those in the main common room range from 1 sp for soup and bread, to 2 sp for a merchant’s meal, all the way up to 2 gp for a rich meal. A night in a single room is 1 gp/head (max. of three persons per room). A bunkbed in one of the dormitories is 1 sp per night. Visitors with horses can stable them for 5 sp/night at a stable behind the inn. 
Margot the Red, female  innkeeper, and her Skandik husband, Bricwine, who tends bar in the upper-class common room.
Helle, female human freedwoman, is the chief barmaid in the main common room
Revet Faidelsson, female demonbrood (tiefling). Revet often takes a room here. She is said to be looking for work of some kind.

AK-22: The Central Market
In the center of Gosterwick, where four major roads meet, lies the central square. Here a market is held twice a week, on Totsday and Demmasday. The Totsday market runs from noon until 8 PM, and is primarily concerned with foodstuffs: grain, flour, bread, ale, wine, fruit, vegetables, cuts of meat, pastries, prepared dishes, etc. The Demmasday market is larger and lasts from 7 AM to 10 PM.
On Demmasday, one can still find foodstuffs, but booths stocking other items are also common: cloth, clothing, shoes, barber’s services, useful metal wares for the home, rope, candles, pottery of all sorts and qualities, scribe’s services, money changing, etc. Fish are not sold in the central market, however; one must visit the docks in the late afternoon to buy fish. On Totsday there is a 25% chance that 1-2 peddlers or traveling merchants will have set up shop with ‘specialty items’ (including dungeoneering equipment, archaeological remains, small bits of mundane treasure, etc. On Demmasday, this chance rises to 75% for 3-6 such peddlers; one of the peddlers might (10%) have a minor magic item or two for
sale. Two patrols of the city guard (see AK-32) are present for each of the weekly markets. It should be noted that the central square is impassable to carts and horses when a market is taking place.

AK-23: House of the Thesmothete
Eusebia
This impressive, 30’-square, three-story structure abuts the Central Market and is the civic heart of Gosterwick. The first two stories are stone, while the third is wood. The ground floor holds an audience chamber plus public offices at which citizens can register complaints (for a fee), procure writs of summonses, and generally seek assistance for any civic matter. The second floor is dedicated to justice, with one large courtroom and offices for the three proedroi and seven chartoularii who perform most of the bureaucratic work. The upper floor is reserved for Eusebia Phokas’s personal quarters. Visitors are met by chartoularii who evaluate requests or demands before deciding which merit the attention of one of the proedroi or of Eusebia herself.
Services and Personalities
As the chief executive (‘mayor’) of Gosterwick, all issues concerning the security, prosperity, expansion, and general welfare of the town are properly directed here. Wardens are officially enrolled in their offices here. All formal legal accusations of the level above ‘low justice’ (that is, justice of the domus, justice of the body and above), must be first registered here, with the complainant purchasing the appropriate writs to set the wheels of justice in motion.
Eusebia Phokas, female Alryan aristocrat and thesmothete


AK-24: The Prosperity Factor
This large home facing Imperial Way is home to the Prosperity Factor, one of the empire-wide merchant collectives. The building is stone for the ground and first floors, and wooden for the third
floor. The ground floor holds the public Transaction Hall, where citizens can meet with one of the associates to negotiate business.
The basement holds the secure vaults, where valuable coming to or from Gosterwick are stored; citizens who make use of the factor’s banking services also store their wealth in the vaults. The upper
floors are devoted to private meeting rooms (for more important customers) and the apartments of the associates of the factor. In Gosterwick, the Chief Associate is Beryl Gneiss, one of the very
rare dwarfs to abandon dwarven society for the human world. Beryl Gneiss oversees a staff of six junior associates, ten support personnel, and eight heavily-armed guards. 
Services and Personalities
Banking services are reliable and discreet. One can deposit wealth (a minimum of 250 gp) for a 1% service fee per month; withdrawals are possible at any time, whether from the branch into which the deposit was made or by letter of credit at any other branch of the Factor within the Empire. Frequent or
high-volume depositors may be offered a more favorable rate of .5% per month.
In addition, the Factor will arrange and conduct caravans to and from any other major settlement within the Empire; the costs of such caravans must be negotiated on an ad hoc basis. It is sometimes possible to add one’s merchandise to an already constituted caravan; the Factor will typically be willing to accept any number of sealed letters and up to one mule’s worth of goods. There is a 25% cumulative chance per week that such a caravan is available. The cost of sending a letter in this way is 20 gp; the cost for adding a mule’s worth of goods is 100 gp or 20% of the
appraised value of the goods, whichever is higher.
Beryl Gneiss, male dwarf fighter, and Chief Associate of the Prosperity Factor
Huguccio, male Alryan magic user, and associate of the Prosperity Factor
8 male Alryan fighters, as guards

AK-25: Creon’s Curios and Pawnshop
This large, dusty shop is located on the border of the Market and Under Keep districts. It is crammed with all manner of strange items, for Creon is a bit of an eccentric and collector. Although proud of his inventory, most of Creon’s income comes from his pawnbroking; he offers loans at 25% of the value of the item, repayable in 1-4 months (depending on the customer). He also buys unusual items for 80% of their list value and is happy to sell whatever is in his stock. Creon is interested in ‘anything old’, including decorative objects, rugs, small pieces of furniture, weapons, rare and/or unusual books or scrolls, high quality glassware or serving pieces, etc. Although not a magic user, he has a friend come in one the first of each month and cast detect magic on the inventory; until that point, there is a 2% chance that he has acquired a magic item of which he is unaware. There is also a chance that he has a couple of magic items of which he is already aware; these will be1-3 potions (20%), 1 wand (10%), 1-3 minor magic items (5%). For magic items, he typically charges 125% of list price.
Services and Personalities
Buying and selling antiquities and antiques and pawnbroking.
Creon the Unctuous, male Alryan

AK-26: The Muddy Puddle
The Puddle (as it’s known to its habitués) is one of the most well-known locations in the Under Keep district. It is a tough tavern, with some simple bar food service as well. A sprawling building of two stories, the ground floor common room is where working people come to drink, dice, and fight. The upstairs room is even more suspect and is the site where many criminal plots have been hatched. The chief bartender upstairs is Reesa the Hammer, an important member of the Benevolent Brotherhood; she carefully evaluates appeals for contact with the Elder Brother of Gosterwick (see AK-17), and only forwards requests for meetings if the petitioner can demonstrate his/her bona fides.
Services and Personalities
Alcohol of all types, ranging from 1 cp for very poor beer, to 1 sp for a pint of fine ale, to up to 10 gp for fancy wines and brandies. Bar food is typically 10 cp/serving.
Jocko, male owner and chief bartender of the ground floor common room
Reesa the Hammer, female thief, chief bartender of the upstairs common room, and contact for the Benevolent Brotherhood.

AK-27: Jeremias the Money Changer
A cheerful but venal halfling named Jeremias is the most significant money lender and changer in Gosterwick. His main shop is in the walled Upper Market. In addition, he operates two stalls in the main part of town, one by the central market and one at the foot of the hill of the gods; the stalls are operated by his twin daughters, Marla and Cassie. Jeremias employs a team of well-paid and loyal guards to ensure the security of his operations; two are present at each location during working hours, and four guard his shop during the night. 
Services and Personalities
To change coins, Jeremias (and his daughters) charges 5% on amounts worth up to 1,000 gp and 1% on amounts worth more than 1,000 gp. The same rates apply for those seeking to exchange coins for gems. He will loan money, too, albeit at exorbitant rates: he charges 24% interest per annum. Repeat customers, however, can earn a discount. Those who have paid off two loans see the interest rates on their subsequent loans drop to 12%.
Jeremias Smallleaf, male halfling, money changer and moneylender.
Marla and Cassie, daughters of Jeremias
Eight private security guards

AK-28: Chairduster’s Fine Metallurgy
The finest gold- and silver-smith in Gosterwick is Chairduster. Although he practices his craft in his home workshop (AK-11), his goods are sold here, in this impressive (and expensive) shop. The shop is usually staffed by his wife, Facetcutter. Facetcutter will buy objects made of those substances, provided
they are of high quality; she pays 90% of list price for such objects. She also takes special orders for Chairduster to complete; if the order is expensive and/or complex, Chairduster will make an
appointment with the customer at his shop. The shop is guarded by a war dog and by two private security guards. At any given time, the shop displays some 6,000-18,000 gp worth of gold objects.
Services and Personalities
Making and selling jewelry and other objects made of gold or silver; buying similar objects (for 90% of list price); gem cutting.
Facetcutter, female kobold, shopkeeper
Basina the war dog
4 private security guards

AK-29: Astableon the Scribe and Bookseller
Astableon’s small shop is stuffed with over 400 codices and bound scrolls that he has collected over the past fifty years. Although he would prefer to discuss ancient history and philosophy with like-minded customers, most of his income is derived from writing letters and notarizing documents. Those
seeking information on a given subject have a fairly good chance of discovering that Astableon has a volume on that subject: 60% for broad or general historical, philosophical, and/or religious
topics; 40% for works on geology, biology, zoology and/or botany; 25% for fiction or ‘popular’ writing; 10% for theoretical works on magic or alchemy; and 5% for obscure, rare, or dangerous texts.
There is a 5% chance to find a spell (level 1 to 4) or alchemical formula hidden within any obscure or rare work that Astableon has in stock. Astableon eagerly buys most texts, particularly older
ones. Although he appears doddering and air-headed, Astableon is careful about concealing his liquid wealth; when he purchases books, he typically sets a price and then requests that customers
return in 30 minutes to complete the transaction. 
Services and Personalities
Basic scribe services; selling books and scrolls. He sells books at list price and buys them for 80% of list price.
Astableon the scribe, male Alryan

AK-30: The Arcane Practitioners’ Club
Lyssandra Astorion
Technically a private club catering to magic users and illusionists, the thinly-veiled raison d’etre for the institution is the training of arcane casters who can’t (or are unwilling to) get back to the collegium in Hara for ‘official’ training. The building is four stories tall, with the first three made of heavy granite and the top floor made of wood. The ground floor contains a kitchen, dining room, and lounge for members only. The second floor holds two alchemical laboratories. On the third floor is a library and a practice chamber.
The fourth floor offers eight small apartments plus the owners’ suite. Two basement levels provide training space for spell casters. Lyssandra Astorion and her partner, Pelteon Greywand, are adequate mages, but truly gifted entrepreneurs. They put just enough money back into the club (in spell books, scrolls, components, and alchemical supplies) to make it attractive for training.
Services and Personalities
Training of arcane casters is the prime service, although Lyssandra will also sell spell components at 150% of list price; she has a 33% chance to have a given component.
Lyssandra Astorion, female Alryan mage
Pelteon Greywand, male Alryan illusionist

Pelteon Greywand

AK-31: Livestock and Horse Market
 Cattle, sheep, goats, and other meat animals are driven here from surrounding ranches to be sold to the butchers, inns, knights, Residence, and so forth. The slaughtering is done in a closed shed separate from the animal pens. One (smallish) section of the yards is given over to the stabling of horses, both those intended for sale and those simply in need of stabling. While a decent number of horses is always available for purchase, these horses will be draft and riding horses, without special skills or training. Twin brothers - Sakeon and Trucleon - run the two sides of the enterprise.
Services and Personalities
Visitors can purchase entire sides of meat or can purchase draft or riding horses. If there is space (45% chance), Sakeon will also negotiate the stabling of visitors’ mounts.
Sakeon the Horse-Whisperer
Trucleon, wrangler of livestock

AK-32: The Kettles (x2)
Each of these wooden fortified houses serves as the barracks for one a detachment of the city guards. Each of the ‘kettles’ (so named for their alleged resemblance to teakettles) is three stories tall. The first two stories are 30’x30’ square and made of fitted logs; the upper story is round with a conical roof. The main door is found at the 2nd floor and is entered via an exterior staircase; narrow arrow slits dot the walls of the first two levels, while broader windows are set into the walls of the upper story. A detachment of twenty guardsmen, plus four sergeants and a guard captain, occupy each of the ‘kettles’. Each section is divided into four five-person patrols. The structures hold enough dried provisions to feed 100 people for two weeks.
Services and Personalities
Two patrols remain in each kettle at all times, to watch for threats. The other two patrols circulate through the town, providing simple justice and assistance to citizens.
Paolindar the Caterpillar, male fighter, and guard captain
Neolynda Gastevean, female fighter, and guard captain

Neolynda

Paolindar


Other Settlements

Newmarket: The largest community in Farhills Vale, Newmarket lies on the Farhills River and is home to over 2,400 people, plus surrounding farms. It is a free town, exempt from the lordship of Lord Burdock, Iskander Basileon, and governed by a mayor and council of aldermen. Although at least three days walk from Arden Vul, it is a good site for adventurers to heal, train, resupply, and trade. The major Factors and temples all have a presence in Newmarket. The local villages sell their surplus in Newmarket, and merchants from Newmarket trade downriver to the Nerathi capital at Hara.

Castleton: A small village of 600 persons lying at the foot of Castle Burdock. The few services not devoted to the needs of the local farmers are bureaucratic in nature, serving Lord Basileon’s growing need for soldiers, lawyers, and money. Morton the Steward, Lord Burdock’s loathed tax-collector, has his manor in the village.
Castle Burdock: An imposing fortress built on a ridgeline overlooking Castleton. The castle is the seat of the Lord Farhills, a title currently held by Iskander Basileon, who is a favorite of King Bronze in Hara. His title is contested by his half-sister, Alexia. Lord Farhills employs a large force of men at arms, as well as a force of better-trained Nerath ex-legionaries, veterans of the war. Rickart is master at arms to the Lord Basileon. There is a Chaplain of Mitra at the castle.

Bilsham: A farming village west of Newmarket. The villagers specialize in wheat and buckwheat, selling most of their surplus in Newmarket through the Farm Cooperative. Population 790.
Ulfham: A farming village west of Newmarket, known for its vineyards. Also participates in the Newmarket Farm Cooperative. Population 520.
Thorham: A farming village lying on the old Imperial Road to the north-east of Newmarket and close by the Fen. The villagers specialize in wheat, barley, and hops. A ruined moathouse lies nearby at the edge of the Fen. Population 475.
Beretun: A farming village north-east of Newmarket along the old Imperial Road, close by the Midnight Goddess Hills. The villagers specialize in legumes, but also grow barley and hops. Population 650.
Deepton: A mining village located in the foothills west of Castleton. Half the villagers work the local iron mine under the supervision of some of Lord Burdock’s men; the mine is productive, even if Lord Burdock has been hoping (vainly) to strike gold or silver (which he knows was found here in antiquity). The other half of the villagers grow wheat, legumes, and barley. Population 900.


HARA/MARA
: A large town or small city of around 8,000 within the strong walls (ca 4452 BCCC), Hara is the seat of power of King Namelin Bronze, capital of the newly restored Kingdom or Empire of Nerath re-established in 4447 BCCC in the wake of the 'Black Sun War' and the abdication and disappearance of the Altanian warlord Hakeem Greywolf, 'the Destroyer'. Hakeem was Emperor of short-lived Altani-Nerath, widely believed to have been an avatar of the Bondor the Sword Lord. The bones of the titan demigod Kainos War-Bringer, Son of Bane, still lie where they fell outside Hara's western wall, slain by Hakeem in single combat M4 4447 BCCC. 
Hara is known for her bronze works, all owned by King Namelin, and commands the first bridge over the Farhills River, along with docks suitable for seagoing vessels. Hara is noted as the only Nerathi city east of the Castellan Mountains to have repulsed the Ruin Horde during the Gnoll Times and Fall of Old Nerath (4197-4200 BCCC). She has never fallen by force. The mighty gold dragonborn Lord Shieldbiter maintains his villa within the walls, where his dragons and dragontree guard a hoard said to be millions in gold.

King Namelin Bronze of Restored Nerath

Hara, viewed from across the bridge. Knights set out towards the Castle of the Wode.

Nerathi, male & female

Nerathi woman


The Forum
Nerathi Style Clothing





































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ORICHA

2903 CAPRICIA 

(Small Town): Conventional; AL N; TL 7; 800 gp limit; Assets 48,800 gp; Population 1,952 (Able bodied 488); integrated (dwarf 52% [mostly city and hill], human 32%, elf 12%, other 4%); Resources: Fish.
Authority Figure: Lord-Priest Gotarerin of Kazadarum, male dwarf [hill] N War Priest (CC)
Characters:
Ercel, male Tharbrian (leader of the human fishermen) old with white beard. Commoner.
Meanan, male wood elf NG (captain of the marines) - fancies Princess Crystal. Elvish Veteran Archer ToB
Azu, male dwarf [city] (captain of the guards). Dwarf Graveslayer CC
A thousand years ago (ca 3450 BCCC) during the Rise of Nerath, several dwarven clans came south into the region from Kolda and Chacban (Barbarian Altanis). Most of them moved on to settle in Snake Hill. A few others settled among the human Tharbrian fisherman of Capricia.
When the Arang-Tok orcs invaded the region 500 years ago (ca 2950 BCCC) many of the scattered dwarven settlements fled and moved to the protection of Capricia. The high priest of Kazadarum, Gamli the Bold organized the remaining dwarves, elves, and humans and defeated the invasion. Today Capricia is a thriving mixed community of dwarves and human. The humans, under their chief Ercel, continue to accept the high priests of Kazadarum as their leader. Gotarerin is the current high priest and he works to maintain the harmony among the races inhabiting Oricha. Azu is the captain of the dwarven guards and organizes the protection of the caravans making their way to and from Capricia. Meanan is from Diancecht, seconded here by King Kambdum, and organizes the protection of the ships and barges that transport good from Capricia to Diancecht. He pines for adventure - and for Princess Crystal of Diancecht...
The Loving Arms is a small and fairly high class brothel near the Capricia docks.

Vrilya female

The Vrilya
There are no Drow as such in Altanis (though there are 'Dark Elves'  elsewhere in the Wilderlands, such as the Amiondel Elves of Oricha), but in Altanis there are persistent rumours & legends of a dark-dwelling somewhat elf-like race, the Vrilya. Centuries ago, during the time of the Arang-Tok Orc wars in Ancient Nerath, the Vrilya of the Kale Hegemony under their Prophet-Demagogue Kale tried to conquer swathes of the surface world. They were at last driven back by the Knights of Old Nerath (notably the Knights of House Erde), the Dwarves of Capricia, and the Elves of Diancecht. 
According to accounts the Vrilya are tall, handsome, with pale to bronze complexions, white to tawny or raven-black hair, and rather catlike eyes, often metallic shaded irises; most commonly copper/brass/bronze, occasionally silver or gold. Some Vrilya have an extra finger/toe joint. They claim to be the 'root race' of both Elves and Men. Vrilya technology is advanced, and they seem to have little religious faith; they are generally considered a Philosopher faction.





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