Tuesday, 1 October 2024

(3101) Cillamar

AL. N Resources: Livestock, Grain.

Once a thriving Nerathi/Ghinarian fortified town in the southern Vale, Cillamar was largely destroyed by a rampaging Fire Dragon 319 years ago, and again by Orcs & the same Dragon during the Fall of Nerath/Gnoll Times, around 260 years ago. In recent years Men have returned to the ruins, and with the fall of the Brigand Lords of the Vale at Yusan's Fall, the town is beginning to thrive once more, reaching a population of some 1,000 citizens & almost 2,000 'refugee' newcomers by 4,454 BCCC, with perhaps another 3,000 peasants dwelling in the surrounding countrside. Around 60 square miles of farm and pasture lands support the town, in a 5-6 mile radius from the walls. It is rumoured that Tug the Giff, the strange alien hippo-man Lord of the Citadel of Water in the north-eastern Vale, has ambitions to incorporate Cillamar into his domain.







First founded by the Northwatch Hills Gnomes as Stoneham in 3492 BCCC, destroyed by the Orcs in 3650, then resettled on the Gnomic ruins by Nerathi, Tharbrian, Gnome & Ghinarian colonists as Cillamar in 3826. The settlement survived the invasion of the Arang Tok orcs in 3950, but was sacked by the fire dragon Benthosruthsa in 4135, with Orc raiders from the Northwatch Hills completing the destruction of the city during the chaos of the Gnoll Times/Fall of Nerath in 4198. In recent decades the ravages of the Brigand Lords prevented much rebuilding, until their destruction by Hakeem the Slayer at Yusan's Fall in 4446. Only in the following decade has Cillamar truly begun to recover, once again luring merchants and adventurers alike with the promise of wealth. 

Today, over half of the original Lord’s Gate Citadel is still in ruins, and the town’s western wall has yet to be repaired. The remains of old Cillamar loom above the town, a constant reminder. Just two years ago, the neighborhood of shacks, warehouses, and tents referred to as the Warrens was merely a collection of burnt and sodden ruins.

The town is ruled by the wise Patriarch Franz Mentzer, a solemn, one-eyed warrior priest (Priest) of St Terragnis, referred to by his subjects as the Unseeing Regent. The good Patriarch spent his youth ranging across much of the lands in the defense of the weak, but his days as a wild rover ended when Draighoch, the fell drake, began its campaign of terror above Cillamar. Mentzer and his band of dragonslayers finally ran the dragon to ground, and in the ensuing epic battle, the drake slew five of the heroes, including Mentzer’s sister, then Lady Mayor of Cillamar. Whether or not Draighoch itself was slain, only Mentzer can say, and the priest refuses to speak of the conflict. Regardless, the depredations of the dragon have ended, and Mentzer reluctantly assumed his sister’s place, becoming Lord Mayor of Cillamar.

The Lord Mayor is advised by a council of nobles. Every member of the Cillamar aristocracy has the right to advise their lord, but in practice most families assign a single delegate to attend the court. During times of strife, the family patriarchs turn out, filling the Lord’s great hall with their raucous demands. The Patriarch also has the right to demand Lord’s Quietude, ejecting the nobles from his halls, silencing his detractors and exacting martial law over Cillamar, but when the Quietude is lifted, the nobles are permitted a vote of confidence. A majority vote from the nobles in attendance is sufficient to depose the Lord of Cillamar, with the title falling to the next in line. The Lord’s Quietude has been executed only once in the town’s history, when Cillamar was fighting off the attacks of the dragon Benthosruthsa.

Forces of Cillamar

The laws of Cillamar are enforced by the warriors of the Lantern Watch (Guard), known by the distinctive silver-painted lanterns they carry on poles during their night watches, and by the Magn’gard (Soldier), the Patriarch’s personal squadron of elite soldiers. Those in the Lantern Watch gird themselves in studded leather or gambeson (90xL1 AC 12/AC 14 with shield, CON+1 hp 5) and carry spears (60) or crossbows (30), with 10 officers (Soldier) wearing shirts of chain and fighting with longsword and shield (10xL2AC 15 CON+1 hp 10). The 50 regular Magn’gard wear suits of chainmail (50xL2 AC 15 CON+1 hp 10) with 10 noble officers (Knight) in plate (10xL3 AC 17 CON +1 hp 14), and typically fight with bastard swords. On the battlefield they are mounted on warhorse, often equipped with Lances (d10 damage, reach Nearx2, disad Near) and fight as Heavy Cavalry. The Magn’gard is augmented by the Anseur-lyth, a squad of 10 elven master archers (10xL3 Elf hp 13) serving at the pleasure of the Elf King, Kambdum of Diancecht. Total forces of the Patriarch thus number 180 - 90xL1, 60xL2, 30xL3.

In time of war Cillamar can potentially muster a further 550 Levies, 300 Peasant and 250 townsfolk (as Peasant). These levies are led by some 50 members of the local nobility, who typically fight as Knights. Total potential forces thus number 230 warriors plus 550 Peasants, some 780 in all.

The town is split into four districts, each roughly demarcated by streets and natural boundaries:

The Common Quarter, the economic heart of Cillamar and home to its traders, artisans, and craftsfolk;

The Warrens, a maze of desperate, violent slums, home to Cillamar’s poor and refugees

The High Quarter, a neighborhood of wide, well-lit streets, where the jewelers and gem dealers of Cillamar ply their trade, and the aristocracy of the town call home;

The Lord’s Gate Citadel, the military heart of Cillamar, and residence of the Patriarch Mentzer and the somber soldiers of the Magn’gard.

Town Wall: Cillamar is surrounded by a 30-foot high wall topped with battlements and murder holes. Built of heavy granite blocks sealed with mortar, the wall is 20 feet wide at the base, tapering to 15 feet at the peak. Regular Lantern Watch patrols tour the walls after dark, maintaining the flaming braziers that impair those who would slip over the wall under cover of darkness. The walls can be climbed with a DC 18 Climb check.

Ruined Wall: Not all the towers destroyed by the red dragon Benthosruthsa have been repaired. The surviving walls and towers of that age are slowly crumbling into ruin, the fallen remains scavenged by Cillamar’s underclass to be used as building materials. It is commonly believed that ghouls—or foul humans that engage in the same practice of eating human flesh—make their lairs in the ruined walls and collapsed towers. The ruined walls are far easier to scale than the maintained town walls, requiring only a DC 12 Climb check.

Roads, Streets and Alleys: The King’s March, Temple Street, and the approach to the Lord’s Gate Citadel are the only true roads in Cillamar, paved with rough cobblestones and passable in all seasons. The streets of High Quarter are raised and well maintained. They easily shed water to storm drains and sewers, though during the spring months they can grow muddy, much to the consternation of many a lady-in-waiting. The streets and alleys of the Common Quarter are either rutted during the dry months or muddy during the wet seasons, and the temperaments of the merchants and their drovers suffer accordingly. The alleys and byways of the Warrens are neglected and repugnant—sewage flows down the center of alleys and paths, rats and wild dogs run openly in the streets, and bodies of last night’s dead (slain by exposure, disease, or foul play) are often found lying cold in the street.

High Quarter

The High Quarter is home to Cillamar’s nobility and gentry, as well as the priestly caste. Though rivaled in wealth by the merchant companies of the Common Quarter, the citizens of the High Quarter are accustomed to being the sole arbiters of Cillamar’s interests.

The edifices of the High Quarter are constructed of mortared stone, with slate and tile roofs. The wealthiest families maintain elaborate hidden courtyard gardens, replete with decorated fountains, lush plants, and exotic (and sometimes dangerous) animals. Sewers drain the streets of waste, and every day before dawn crews of pull their carts through the quarter, collecting trash and cleaning the streets.

Lord’s Gate Citadel

The fortress watching over Cillamar is only half the size of the mighty citadel that was destroyed by the dragon Benthosruthsa. The current castle houses the Lord of Cillamar, his family, and the lord’s elite soldiers, the men and women of the Magn’gard. The architecture of Lord’s Gate is predominately stone towers built around the central donjon, with slate roofs and high walls topped with catwalks and crenellated battlements.

The standing ruins of the original fortress, known collectively as the Old Citadel, are widely believed to be home to the specters of the warriors that died in the defense of Cillamar; ferocious monsters that clawed their way up from the Underdeep; and even old Benthosruthsa himself. The ruins are guarded day and night, ensuring that the rumors remain unproven.

THE INN OF THE SLUMBERING DRAKE


History of the Inn

260 years ago this location in Cillamar was proudly occupied by an inn called The Famished Vagabond. The gnomish establishment was well-known throughout the region for its clean rooms, and savory meals. However, the wooden structure was razed by the fire dragon during the Sacking of Cillamar, and burned to the ground. Yet the townsfolk were resolute – they attempted to rebuild on the site several times over the years. Unfortunately, during each period of construction or shortly thereafter, some sort of accident would occur, usually a fatal one. This occurred seven times, accompanied by another razing by the dragon, and a roof collapse that killed four workers. Eventually, the town abandoned the site, believing it was cursed by the dragon.

For over 200 years, the site - and most of Cillamar - lay fallow. Then in 4446 BCCC, following Yusan's Fall, a mysterious woman with long sliver hair purchased the property. Two years later, she opened the Inn of the Slumbering Drake, a two storey stone building with an attached stable. At first, locals shunned the place, fearing the proprietress, her lumbering door guard, and even her precocious pseudodragon pet. However, travelers soon discovered inexpensive clean rooms, hearty meals, and rousing bardic entertainment.

Eventually, even the townsfolk began to enjoy homestyle meals in front of a roaring fire with a soft lute strumming in the background. The sight of the diminutive “slumbering drake” curled up on one of many strategically located pillows around the taproom was commonplace.

Lady Chauntessa is now an accepted member of the community. It is widely known that she is a powerful sorceress, and quite wealthy. She has helped fund many community projects over the past few years, and even hosts a few annual costume balls open to the whole town, complete with complimentary food and ale. Her generosity has won the townsfolk over to the extent that they look the other way when strangers arrive at the inn during the wee hours of the night and are whisked inside the back entrance. She is also fond of adventurers, and often cuts them a price break on extended stays.

Lady Chauntessa (Mage?) stands at six feet tall with long, flowing silver-white hair. However, she appears to be in her early forties. If asked about her white hair, she explains it was caused by a run-in with undead years ago. She has high cheekbones and slender facial features. She rarely smiles, and if she had a single imperfection, it would be the frown seemingly etched onto her countenance. She always wears fine silk gowns and flowery perfumes. She is pessimistic, sullen, and speaks with a soft, melodious voice. Lady Chauntessa has a soft spot for adventurers, claiming to be one herself, years ago.

Ixnay (Pseudodragon) is a diminutive dragon, about the size of a large housecat. Indeed, she shares many traits with felines, including slumbering for 22 hours a day and craving attention in the form of ear rubs and belly scratches. She has light purple-red scales with a tan underbelly. She can often be found curled up on a pile of pillows in the taproom, or frolicking about the bar in the evening, seeking attention. Rumor states if you give Ixnay a swig of your first alcoholic beverage of the night, you’ll have good luck the next day. The rumor is enthusiastically spread about by locals (and Ixnay herself)!

Cookie (Half Ogre, as Ogre) is an impressive, barrel-chested figure, standing seven and a half feet tall. He has a sloping forehead, greasy black hair, and a coarse, unshaven face. His arms ripple with muscles. He’d be a fearsome sight ... except that he lacks any teeth (the result of indulging on sweetcakes for years) and is a gentle giant. He speaks halting Common, but always courteously and with a smile. He never goes anywhere without his stuffed animal and a pouch of sugary treats. Years ago, Cookie was the property/bodyguard of an affluent slaver. During a visit to the inn, Lady Chauntessa discovered the slaver’s occupation. She purchased the rights to Cookie and freed the halfogre. Needing an extra set of hands at the inn (and a bouncer), she offered the brute a paying job along with room and board. Cookie agreed, but he said he’d stay only until he garnered enough funds to return home. However, the lazy half-ogre soon discovered sweets, and a new “family” at the inn, so he decided to stay. Besides, he’s not sure where home is. He bears a tattoo of an iron manacle on the back of his left hand, the mark of his enslavement.

A family of four sprites lives under the stairs off the tap room. Years ago, a goblin incursion destroyed their forest. Lady Chauntessa assisted the sprites in battling the goblins and their sorcerer leader. In return, the sprites offered their services for five years and a day. Chauntessa did not know what to do with the mischievous fey. But when she founded the inn, they offered to serve as its cleaning crew. They handle laundry services, dish washing, etc., all while invisible. They still get to play occasional pranks on the patrons, but for the most part, they perform their duties without the public being any wiser.



Area 1 – The Taproom: This huge room is the heart and soul of the inn. It is dominated by a polished mahogany bar with matching barstools. A large stone fireplace adorns the east wall, complete with an oak mantle. Another, smaller fireplace is situated along the north wall, next to a swinging door leading to the busy kitchen. To the right of this door is a wide staircase that leads to the upper floor.

The taproom is cluttered with worn tables and chairs of varying sizes. In front of the entrance, four rectangular tables with battered benches occupy the floor. To the left is a grand table with plush, highbacked chairs reserved for special guests. Along the west and south walls are booths adorned with small square tables and matching chairs. In the corners are larger booths with hex-shaped tables. These booths have curtains that can be drawn to grant privacy, although they do little to muffle the noise.

There are three more unusual features in this room. Along the west wall is a circular target riddled with holes. This dartboard sees constant use each night as patrons engage in contests. Second, next to the large fireplace on the east wall is a pile of fluffy pillows. This is a favorite sleeping spot for Ixnay the pseudodragon, when she is not frolicking around the room playing with the patrons. Finally, to the right of the main entrance is a large padded wooden chair, sized for an ogre. This “throne” is where Cookie, the half-ogre bouncer, sits whenever the taproom is open for business.

Area 2 – The Kitchen: The kitchen is a busy room most of the day, as a staff of three townsfolk creates culinary delicacies to satisfy the hungry patrons. A pair of swinging doors leads from the taproom to the kitchen. One provides access to the bar, the other to the main room. A staff of two to four serving ladies (never to be addressed as “wenches,” says Lady Chauntessa) is tasked with taking orders and shuttling food and spirits about. When it gets really busy (most nights), the Lady casts a few unseen servant spells to bus tables, deliver condiments and bread to waiting patrons, and clean up small messes.

Along the south wall is a fireplace, used to cook all the meals. Hanging over the fireplace is a rack holding an assortment of pots and pans. A stone bench provides a suitable work surface, and countertops along the west and north walls do the same. Above these countertops are more racks holding even more pots and pans, utensils, and shelves loaded with dried spices and condiments. A door in the east wall leads to area 3, the storeroom, while a small door to the north leads to a dumbwaiter. The dumbwaiter is used to haul hot water upstairs for hotdrawn baths, a service provided for a tidy fee.

Area 3 – Dry Storeroom: This area is located off the kitchen. Along the south wall are numerous large crates holding dried foodstuffs. The crates contain grain, rice, potatoes, and dried fruit. Next to the crates are several bulging sacks containing flour. Two stacks of casks flank a staircase leading to a cellar. One stack contains fine quality ale, and the other is spring water. A small cask is about half full of salt. Hanging on the walls is an assortment of dried and salted meats.

A stone staircase leads to a small, 15-foot-square chamber. Along the north wall is an impressive wine rack that holds several dozen bottles of wine. The quality of the wine ranges from fair to good (as Lady Chauntessa keeps the premium wine in her chambers).

Centered in the room is a stone well about 50 feet deep. At the bottom is cool, refreshing water; rope and a few large buckets rest near the opening.

Area 4 – The Stables: This area is a wooden building attached to the stone inn proper. A pair of wooden doors provides access to the stables, and a small door leads from the stables to the storeroom. This entrance is used when supplies and foodstuffs are delivered to the inn.

For 3 sp a day (or 2 gp a week), a horse can be stabled here. The fee includes all food, daily brushing, and exercise. Two able-bodied young lads care for the horses. The stable has room for 16 horses, but usually only 1d4+3 steeds are here at any given time. Along the east wall is a wooden ladder that leads to a hayloft, which contains two piles of hay and several pitchforks.

Grog at the Drake

Ale, common: 5 cp/mug

Ale, fancy: 7 cp/mug

Ale, pumpkin spice: 1 sp/mug

Ale, imported dwarven stout: 3 sp/mug

Wine, common: 1 sp/pitcher

Wine, local mixed berry blend: 2 sp/pitcher

Wine, aged imported elven blush: 10 gp/bottle

Cheese and fruit platter: 3 sp

Bread and cheese platter: 2 sp

Assorted meat jerky and cheese platter: 7 sp

Assorted smoked fish platter: 5 sp

Seasonal steamed or roasted vegetables: 1 sp

Meal: roast venison with herb potatoes: 4 sp

Meal: beef stew with crusty bread: 2 sp

Meal: poached trout with vegetables: 6 sp

Assorted sweetcakes, pastries, or pie (per serving): 2 cp

Services at the Drake

Stabling (per horse): 3 sp/day, or 2 gp/week

Room, common: 4 sp/day

Room, double: 1 gp/day

Room, suite: 3 gp/day, or 20 gp/week

Hot bath: 1 sp

Food delivered to room: +2 sp to cost of food

Area 9 – Special Guest Room: This small, cozy room is sized for a demihuman. Many of Chauntessa’s closest humanoid friends are gnomes and halflings, so she had this room designed for their comfort. The ceiling is only 6 feet high, and the floor is covered with extra-thick green carpet, as lush as grass. The room contains a pair of small wooden beds, a stylish yet hard sofa, and a round wooden table with two stools, all sized for 3-foot-tall individuals.

Area 10 – Guest Suite: This stately suite is reserved for personal guests of Lady Chauntessa. It is divided into a living area and a sleeping area. The entire floor is hardwood with strategically placed oval rugs near the sofas and bed. The living area is adorned with a pair of matching sofas and two small end tables. A table with two chairs is pushed against the west wall. Hanging on the south wall is a large oil painting of a forest scene in spring, full of vibrant greens. Hanging on the east wall is a matching oil painting depicting the same forest scene but this time in autumn, displaying dazzling brown, orange, and yellow hues. Both paintings were rendered by a famous elven painter, and are worth 25 gp singly, or 80 gp for the pair.

The bedchamber has a sturdy wooden bed covered with blankets and pillows. Two end tables flank the bed, and a large, ironbound chest complete with a padlock is pushed against the south wall. Along the west wall hangs a simple mirror over an oak dresser

Upper Level

Area 12 – Storeroom: The door to this chamber is usually locked (Open Lock DC 15). Beyond is a storeroom, with racks built into the north and south walls. These racks are filled with clean bed sheets and towels. Three large wicker baskets are present to collect dirty laundry. On the east wall is a small 3-foot-by-3-foot door for the dumbwaiter. The dumbwaiter leads to the kitchen, and is used to move supplies between levels, deliver hot food to rooms, and haul hot water up to the baths. The cleaning crew sprites also use the dumbwaiter shaft to move from level to level of the inn.

Area 13 – Guest Suite (2 locations): Although decorated differently, these two locations are essentially the same. Each of these suites can be rented for 3 gp a night, or 20 gp for a week. Each features a living area with one or two sofas and a table with chairs. The other room is a sleeping area with an oversized bed and comfortable mattress. Sleeping rooms are also furnished with end tables, standing mirrors, and an iron-bound chest with a padlock.

Area 14 – Guest Room (9 locations): These nine rooms represent the common room available for rent at the inn. Each room is available for 4 sp per night, although the Lady is willing to offer discounted rates for long-term stays (paid upfront, of course).

Each room is furnished with two simple (read: uncomfortable) beds with lumpy mattresses and a single wooden chest with a padlock. There is no room for any other furnishings.

Area 15 – Double Guest Room (4 locations): These four locations can be rented for 1 gp a night, although Lady Chauntessa is willing to offer discounted rates for long-term stays (paid upfront). Three of these rooms contain two double beds with comfortable mattresses and a sturdy end table. Under each bed is a lockable flat wooden box for personal items. These areas also have a small table with two or three chairs. The fourth room has an immense metal-framed bed, fancy dresser, and matching end tables. However, this room lacks a table and chairs.

Area 16 – Lavatory (2 locations): These two rooms are identical, located at the end of the upstairs hallway. Guests staying in areas 13 to 15 are free to use these public lavatories. There are several stalls to relieve oneself (with pipes that shunt the waste to ground level and off to the town sewer system), as well as washbasins, and mirrors for personal grooming.

Area 17 – Private Baths: Affluent travelers willing to pay extra for a hot bath are granted access to this chamber. Four extra large porcelain tubs adorn the chamber, with ceiling mounted curtains for privacy. Several small metal braziers are scattered about holding hot coals. Situated on these braziers are metal cauldrons of water infused with potpourri. The resulting steam bestows a flowery scent to the humid air. For a fee, Cookie will haul hot steaming water from the kitchen to one of the tubs.

Patrons of the Inn

Quintus the Alchemist (Archmage) is a tall, aging human with a flowing gray beard and unkempt graying hair. He prefers to wear a pointy cap, and stoops over his gnarled staff when ambling about. He looks every bit his age of 77 years. An ex adventurer, Quintus is now a full-time alchemist, specializing in brewing potions and magic oils. He uses his teleport spells to frequent a number of inns (including the Singing Bell in Capricia, & the Slumbering Drake) to sell his potions to adventurers. Although he is mostly an honest salesman, when times are lean, he is not above using spells (such as detect thoughts, charm person, or suggestion) to complete a sale. Quintus always reeks of alchemical powders, speaks in a soft tone, and seems to have a constantly runny nose from allergies. 

Potions for Sale

At any giving time Quintus has numerous potions and oils available for sale. He also purchases potions from adventurers at 50% of their market value.

Potion Price Quantity Avail. Notes

Healing (1d4) 75 gp 2-5 

Healing (2d6) 450 gp 1-2 

Magic weapon 50 gp 2-5 oil

Jump 50 gp 1-6

Delay poison 400 gp 1

Blur 300 gp 1-2

Mage armor 50 gp 1-4

Barkskin 800 gp 1 

Invisibility 300 gp 1-4

Keen edge 750 gp 1-2 oil

Water breathing 750 gp 1-2

Resist energy (fire) 700 gp 1-2 

Bull’s strength 300 gp 1-2

Quintus is always on the lookout for assorted rare specimens and body parts from strange and fantastic creatures, he offers to pay them top coin for useful body parts collected from creatures vanquished in the depths of Castle Whiterock. Of course, Quintus does not know what lurks in the shadowy depths, so he can’t provide a list of ingredients desired. However, if heroes bring back fresh, undamaged parts, they might be able to earn some extra cash.

Brianna (Thief) is a red-headed attractive half-elf female with green eyes and a freckled, tanned complexion. She wears a gaily colored pants-and-blouse combo, with high leather riding boots. Her teak lute with gold inlayed runes is also in her hands while at the inn. She often spends her nights entertaining the crowd with song or poetry, enhanced with minor spells, and then quickly spends her money on food, drink, clothes, and trinkets. Although she appears to be a flippant charlatan, the truth couldn’t be further. Brie is actually a member of a society called the Sorority of the Swan, dedicated to defending nature and abolishing slavery. She travels the region, gathering information for her sisterhood. She is close friends with Lady Chauntessa, and she often uses her time to work the crowd for information.

Gnarkle (Peasant) is tall for a halfling male (3’6”) and slender, typically wearing plain clothes. He has wavy brown hair and large blue eyes with pale skin. He talks quickly and often slurs his words. A tailor by trade, he happily spends many nights at the inn, tossing darts to earn money to satisfy his thirst. However, he always plays first and drinks later, not wanting to impair his aim. His fingers are always playing with a “lucky” coin, and he is a devout worshipper of Myna, the goddess of luck. He is also quite available, and considers himself quite the ladies’ man. He’ll even hit on human women twice his height (standing on a stool to achieve eye contact, if needed)!

Arien (Fighter 1) is a nondescript human male with a rugged appearance. The hair on his previously shaved head is growing back, and his face is unshaven and dirty. He bears a small scar over his left eye. He speaks in a low tone, and is always looking over his shoulder. Arien spends all his nights in the taproom, spending whatever copper he has earned during the day through begging or performing odd jobs. He babbles on to anyone who will listen to his sad story, which most of the townsfolk think is a drunken delusion or a pile of lies: A year ago, he sold his candlemaking shop and dedicated his life to the ways of a monk. He embarked on a pilgrimage to Castle Whiterock (to assist his brothers in uncovering secrets), but he was captured by slavers and sold to orcs. For weeks, he was beaten and threatened to be sent “down below.” He escaped (but refuses to tell how) and returned to Cillamar. He tried to warn the populace of the slavers and orcs, but it fell on deaf ears. Since then, after many nights in a drunken stupor, even he questions the legitimacy of his story.

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