Saturday, 29 March 2025

Longfelt


 







Longfelt

Longfelt is a Nerathi-Alryan city of roughly 6,000 inhabitants not including the population of the surrounding farmlands and visitors. Total domain population is around 24,000 across about 240 square miles of farmland, about 15.5x15.5 miles.

The city sits on a great outcrop of rock rising out of the surrounding farmland just south of the Swamp (the Marshes of Sorrow). The outcrop ranges between 50’ – 100’ high with the highest point in the north-west area of the city where the Baron’s Citadel is situated. The city’s walls, which are 15’ high, straddle the top of the cliffs. The walls are punctuated with circular towers, 25’ high, and two gatehouses, one on the western side of the city and one on the south east-side of the city. These are the primary entrances to the city and are approached by two rock slopes which angle up from the fields. Each of the many towers has a door opening onto the street and two doors opening onto the walls. These doors are all iron reinforced and are almost always locked.

Most of the buildings have two storeys and are constructed from a light, pinky-red colored rock with dark brown, shingled rooves. Most of Longfelt’s streets are cobbled and in good order. The main thoroughfares are wide and busy, and filled with merchants’ and farmers’ wagons.

Longfelt is a mercantile city sitting upon a fairly busy trade route between Capricia and the western coast. Its major products are wool and textiles produced from the surrounding farmlands. It also is well known for producing a special kind of oil harvested from a small fish which inhabits the southern portions of the Swamp.

Longfelt is home to a variety of different social

classes. It is a city of mixed economic and social

systems that has transitioned from a purely feudal

state to a mix of feudal and emerging market

elements. Originally, Longfelt developed from a

fort town that sprung up at the base of the old Nerathi

feudal castle (now the Citadel) into a fully-fledged

mercantile town with a mix of free citizens as well

as peasants tied to the traditional ruling noble

family. The surrounding lands are of similar

makeup, with many peasants and farmers being

‘free men’ while some are still serfs of the ruling

family.

The city’s northern and eastern sides are composed

mostly of the homes of the rich and upper middleclass

merchants while there are two lower-class

slum areas in the south-west section of the city and

in the area two roads east of the central market

not far from the south-east gate. The south-west

slum area is run by the local Thieves Guild while

the eastern slum area is the territory of the local

Assassins Guild. The north-eastern area of the city

houses several large estates of minor nobles and

rich merchants. There are two main market areas

ringed by shops and filled with tent stalls. These

stalls are usually run by local farmers or merchants

who bring their trade merchandise in to town in the

early hours of the morning.

Longfelt and the surrounding lands are ruled by

Baron Getragh Du Plessis. The

Baron however does not rule without consultation,

and the City Council is the body established to

administer the lands. The City Council consists of the

Baron, between 8-10 of his liege lords, the city’s

ten High Merchants, the High Priestess of Kathelea

and a farmer’s representative. The City Council

discusses and debates policy and may call for a

vote to determine the decided course of action.

However, the Council is really only a deliberative

body; the Baron’s word is final and it is he who has

the last say on any course of action. This is not to

say that the Baron cannot be influenced by the City

Council, as this indeed happens commonly, just that

formal power resides in the Baron’s hands only. At

present, the Baron and most senior government

officers are capable individuals dedicated to

upholding the law, protecting the barony and

ensuring trade thrives. There are however other

more sinister forces working to change this situation.

The High Merchants are organised into the

Merchant’s Guild, which is headed by the Chairman

of the Merchant’s Guild (currently Alfred Calmund).

The High Merchants control a large portion of the

trade and productive apparatuses of the city and

have a significant amount of influence over the City

Council. The guild works to regulate the trade of

goods to the advantage of the High Merchants.

Many of Longfelt’s residences are craftsmen

producing textiles and wool products who work in

communal workshops or own their own small

workshops on the bottom floors of their houses.

Some of these are truly independent, but most of

them are tied to a High Merchant or a lord and sell

their goods to them. The merchants then in turn

trade these to other merchants visiting Longfelt or

ship the goods to other cities. A large proportion of

the populace are also farmhands who leave the

city early in the morning to work in the surrounding

farms. Ninety percent of the population is human,

with half-elves being the next most common.

There are two powerful criminal organisations in

Longfelt: The Thieves Guild and the Assassins Guild

(not detailed in-depth in this book). The Thieves

Guild considers the south-west slum area its

territory and most of its members reside in or

around this area. The Guild headquarters itself is in

a secret complex in the sewers, but the Guild

maintains many safe houses and secret entrances to

the sewers in the slum district. The Thieves Guild

generally will prey on non-residents, but if pickings

are bare they will go after the locals. Guild

members will be met less frequently outside the

south-west quarter of the city as the Guild has an

arrangement (a sort of truce) with the Assassins

Guild.

The Assassins Guild considers the smaller east slum

to be its turf and thieves will generally avoid this

area. Guild member houses can be found mostly in

this location and the secret underground Guild

headquarters. The Thieves and Assassins Guilds have a

history of rocky and troubled relations, but have

agreed to avoid confrontation by refraining from

conducting any operations in each other’s territories.

The political machinations of the noble and

merchant houses, and the desire for the top houses

to preserve their interests in the face of upcoming

players, has provided a steady stream of work for

the Assassins Guild throughout the history of

Longfelt.

The cult of Afraah is rumoured to maintain a coven in Longfelt.

The city’s defence and security are entrusted to the

City Guard and the City Watch. The Guard is

responsible for defending the walls, controlling

access to the city and patrolling and defending the

surrounding lands. The Watch is responsible for

maintaining law and order within the city. One City

Guard soldier is stationed on the roof of each of

the city’s many towers and the wall is patrolled by

two patrols consisting of a sergeant, two archers or

crossbowmen and two regular guardsmen

(guardsmen or veteran guardsmen).

All City Guard wear purple colored cloaks; City

Watch wear deep aqua-blue colored cloaks. All

City Guard troops are trained in riding and

mounted combat and will be on regular riding

horses when out on patrol.

SOME LOCATIONS OF INTEREST

A: West Gatehouse

30’ high with 40’ high corner towers. The gate

house features a double portcullis entrance tunnel

and large wooden, metal reinforced outward

facing gates. The tower consists of two floors which

serve as the barracks and dining quarters for the

tower’s guardsmen. The roof is accessed by a

trapdoor and is surmounted by a 3’ high

crenelated battlement.

Newcomers entering the city through the gatehouse

will be questioned by one sergeant who is on duty

with four guardsmen. They

will be suspicious (it’s their job) but will not block

entry unless the party is obviously going to get up

to no good. If something unusual should occur,

Areta will see to the matter. Any merchants or

characters bringing in large quantities of

merchandise or riding a wagon will be charged a

2 SP entrance fee.

The tower is manned by the following contingent of

City Guard:

Areta, West Gatehouse Guard Captain, 5th level

female human fighter.  Personality: stern, honest, fair

and forthright.

Troops: four sergeants, five veteran guardsmen,

five archers (one each will occupy the four towers

and one will be stationed on the gatehouse roof)

and ten guardsmen.

B: Old Sluce Inn

Inn and tavern whose patrons consist mostly of

travellers, farmers and travelling merchants. Run by

Tilford, a cheery, pleasant but quite skinny

proprietor. Rooms are 2 SP for doubles, 1 SP and

5 CP for singles, 1 CP for dormitory. Food is 5 CP

a meal and ale is 5 CP. From 10-15 patrons will

be present at any particular time. The inn has five

double rooms, ten single rooms and a dormitory

which can house twenty guests. The Old Sluce has

no stable facilities for mounts other than tie posts

out the front.

C: Steely Shaun’s Alehouse

Rowdy tavern filled with mostly farmers, labourers

and craftsmen. Run by Woolgar, a 3rd level ex fighter

and son of the previous owner

Shaun (deceased). Woolgar is an old veteran,

gruff in appearance, but hearty and warm to all

customers except nobles and obviously wealthy

people. Ale is 5 CP but double in strength. Good

place to hear rumours about news in Longfelt.

Some 10-15 patrons present in the day, 20-30 at

night.

D: West Marketplace

Secondary marketplace for Longfelt. This

marketplace is lively but only sells local farm

produce such as meats, pelts, grains and other food

goods as well as livestock like chickens and horses.

Farmers and merchants run the stalls, arriving early

in the morning to set up then closing their stalls just

before sunset. Any food product can be bought

here at 90% prices listed in the rules books.

Commonly plagued by pick-pockets from local slum

area.

E: Proctor’s Tower

This walled complex contains a 40’ tower and a

two-storey house. The wall is 10’ high. The complex

is owned by Proctor, a 9th level male human magicuser:

Personality: selfish, impulsive, driven, commanding

and focused.

The tower has four storeys and contains numerous

magic items, Proctor’s spell books and of course

several nasty traps both magical and ‘natural’.

Many thieves from the local guild have died trying

to rob Proctor and the guild has learnt that the

magic-user is a dangerous opponent and has given

up for the time being.

Proctor will be willing to train magic-users and may

also be a source of possible adventure leads but

will always look out for his own interests first. He

will also cast spells for a charge at the standard

rate and has several scrolls of identify he is willing

to cast or sell at 20% extra charge. Proctor will

also purchase magic items for sale. Proctor has a

raven familiar and his complex is guarded by a

flesh golem. Proctor hates Balfour (see area CC).

Proctor often has jobs available for adventurers.

F: Rannulf’s Rumble

This walled complex is a fighter’s training school. It

contains a long, three storey house which houses

students and is surrounded by a 12’ high wall

entered by a wooden gate. The school is run by

Rannulf, a 10th level fighter. Rannulf can train

fighter classes at the standard rates. Rannulf is

hired by Lord Getragh to train promising city

guard members and other warriors in the lord’s

employ. From 10-20 trainees will be present at the

school at any particular time. Rannulf is served by

four 4th level human fighters and

several other non-combatant servants. Rannulf’s

complex contains numerous weapons (fake and

real), different types of armour as well as Rannulf’s

personal arms.

G: Hare and Hound Inn

Large, four-storey, well-appointed inn catering to

all classes of individuals. It is run by Maeve Bower,

a former 4th level mercenary fighter. Maeve is a large, imposing

woman in her late forties who has a tough, no nonsense

demeanour and an excellent head for

business. She has been running the Hare and Hound

for ten years after her adventuring years paid off

and she garnered enough treasure to purchase the

place.

Prices are 3 SP for a double room, 4 SP for a fourperson

room, 2 SP for a single and 2 CP for a

place in the dormitory. Luxury doubles are 3 GP,

luxury single rooms 2 GP. The inn has 15 singles,

eight doubles, five four-man rooms, five luxury

singles, three luxury doubles and a dormitory which

sleeps 15. Standard meals are 6 CP and quality

fare is 1 SP. The inn serves wine (1 SP for medium

quality, 2 SP for above average but not

exceptional quality) and ale at 6 CP a mug. The

inn and downstairs bar are invariably busy with an

average of 30-45 patrons present at any time. The

inn has a stable for mounts.

H: Silver Flogger Inn

This is one of the largest boarding establishments in

the city and caters to the middle and lower income

spectrum. It is three stories high and sports a large

stable. This establishment is run by Tolbert, a third

generation innkeeper. Tolbert is plump and balding

but has a cheerful and welcoming demeanour. He

knows the business inside-out and is a great source

for rumours in Longfelt.

The Silver Flogger inn’s prices are 2 SP for a

double room, 1 SP and 5 CP for a single, 3 SP for

a four-man room and 3 CP for a space in the

dormitory. Meals are 6 CP and ale is 5 CP a mug.

The inn has twenty single rooms, fifteen doubles,

ten four-man rooms and two dormitories which can

house fifteen people each. There will be an

average of 20-40 patrons present at any time.


I: Raucous Ragnal’s Tavern

This is a tavern catering mostly to the City

Guardsmen and the Baron’s men-at-arms. It is run

by Ragnal, a former 5th level guard captain. The tavern is a good place to get into a fight

with the City Guard. Prices are 6 CP for ale and 7

CP for high quality ale (double strength). There will

be from 5-10 off duty guardsmen here in the day

and from 30-40 at night.

J: Barkis the tanner

This establishment appears to be a tanner’s shop

run by Gaillard Barkis, but is in fact a safe house

and secret entrance to the Thieves Guild. Gaillard

is a real tanner, but also a member of the Thieves

Guild. He is in his late fifties, missing most of his

hair and teeth. He appears absent-minded, but is

in fact sharp and highly observant. In the basement

is a secret trapdoor leading down into the sewers

and to the hide-out of the Thieves Guild. Tanning

services are at the standard prices.

K: Central Market

This is the main market in Longfelt and is ringed by

a variety of business establishments as well as

being crowded with stalls and street sellers during

the day. It is a busy and bustling place with all

sorts of colors and sounds.

The stalls in the central area open early in the

morning and close shortly before nightfall. They

are mostly run by local merchants and farmers

selling their produce. These stalls almost all

exclusively sell wool, finished and unfinished textile

products as well as oil products produced from the

local fish in Ganfal Swamp. Other products are

traded through the business establishments which

ring the central market square. Many City Watch

patrols are on duty in the market in the day hours

and pick pockets are few.

L: The Ashen Bandit Tavern 

This is the favourite watering hole for the city’s

lower-class and less reputable types. It is also run

by the Thieves Guild and the basement has a

secret trapdoor leading down into the sewers.

Although the populace of Longfelt believe this is a

normal establishment, it is fairly well-known that

those seeking the services of the Thieves Guild can

meet contacts here. The Thieves Guild makes it a

point of policy to never rob patrons in the Ashen

Bandit, but in the late hours of night they will often

prey on drunken nobles leaving nearby Lady

Karitsa’s Parlour who have forgotten to bring their

escorts.

The Ashen Bandit is run by Belita, a female half-elf Thief.

She is a tough lady but has no difficulty keeping the often-rowdy crowd

under control due to the help of her half-orc

bouncer Southhall, a 6th level fighter. Southhall is

in the pay of the Thieves Guild and is often called

upon when extra muscle is required.

The Ashen Bandit is a rowdy bar with some 30-40

patrons present during the day and 40-60 during

nights. From 1-6 guild members will also be present

at any particular time. Ale is 4 CP a cup, 6 CP for

the double strength stuff. The tavern also serves

meals for 3 CP.

M: Silver Oak Tavern

This is another tavern catering mostly to the lowerclass

spectrum. It is a decent, well run establishment

owned by Orren Thundergild, a former fish oil

merchant in his late 60s. The crowd is usually

composed of the more reputable lower-class

citizens such as tradesmen, apprentice craftsmen

and local farmers in town for the night.

The tavern sells ale at 5 CP a mug and meals at 3

CP for standard fare, and 4 CP for Orren’s famous

mashed potato ‘stomach stuffer’ meal. From 2-8

patrons will be present during the daylight hours

and from 20-30 at night.

N: Lady Karitsa’s Parlour

This is a brothel that caters to all clientele. It is run

by Karitsa, a mage. 

Karitsa has many friends in high and low places

and can rely upon protection from the Baron as

well as the Thieves and Assassins Guilds if required.

She is calculating, ambitious but also a pragmatic

businesswoman who manages to successfully cater

her business to suit any clientele.

The building is a normal two-storey house above

ground, but stairways in the entrance hall lead

down to a large underground entertainment

establishment featuring some thirty rooms. Many of

the rooms feature particular ‘fantasy’ themes but

the cheaper ones may only contain a bed. All

classes of customers are welcome in the

establishment and prices for a night (or hour) of fun

range from 5 SP to 250 GP. Security consists of

eight first level fighters.

Karitsa is a possible patron; she may hire a party

for tasks. 

O: Clement’s Clothing Store

This business, which fronts the central market, sells

all types of clothes, including clothing for

adventurers. The store is run by Clement the tailor.

All regular clothes can be found for standard

prices. Custom made clothes can also be arranged,

including expensive up market ware for nobles and

rich merchants. Clement’s daughter has been

kidnapped by the kobolds in the mines of

Gunderholfen. He has given up hope of her ever

coming back, but will pay any rescuers 100 GP for

her safe return. 

P: Lazar’s Tool and Riding Shop

This shop, run by Lazar, sells various types of tools

such as farming implements, mining tools and

craftsmen’s tools at standard prices. It also sells

riding equipment such as harnesses and saddles.

Q: The Purple Cloth Inn

This is an upmarket inn catering to fairly well-off

merchants. It is a three-storey structure and

features a walled courtyard and stable. Most of

the merchants visiting Longfelt stay in this inn and

local merchants along with senior City Guard, City

Watchmen and civil servants frequent the bar of

this establishment during the night. It is run by

Oakes, a former fish oil merchant who bought the

bar after retiring when his caravan was attacked

by bandits.

Single rooms are 3 GP, doubles are 4 GP. Luxury

doubles are 5 GP. A mat in the dormitory is 1 SP

(usually used for retainers). Meals are 1 SP for

good fare and 3 SP for the chef’s best. Wine is 10

SP a glass for standard fare (actually quite high

quality), 15 SP for the expensive stuff. Ale is 10 CP

a mug. From 20-40 patrons are present at any

particular time. The inn is guarded by four 1st level

fighters with

halberds and long swords. The inn has eighteen

singles, five doubles, five luxury doubles and

twenty spaces in the dormitory.

R: Fryniwyd’s Fantastic Emporium

This shop sells magic-user and illusionist spell

components and is run by Fryniwyd, an

alchemist. Fryniwyd is a

chatterbox and loves to talk about the magical arts.

He is 85 years old and appears bent, skinny,

stooped and balding.

The shop also sells experimental

equipment like beakers, paper or papyrus for

scrolls, inks and anything else necessary for

pursuing magical studies. Fryniwyd will purchase

magic items.

The shop is guarded by magical wards and a clay

golem.

S: Trafard’s Cooking Supplies

This shop sells kitchen equipment such as pots and

spatulas as well as various types of containers

including packs, bags, bottles, jugs, barrels, chests,

baskets etc. Prices are standard. The shop is run by

Trafard, a rounded, balding, well-mannered man in

his late 50s.

T: Rodefer’s Music Shop

This shop is run by Rodefer, a bard.

Rodefer’s shop sells all types of musical instruments

including flutes, drums and lutes. Rodefer often

plays at the Baron’s Citadel and is a favourite with

the local nobility and wealthy merchants who often

invite him to play at their parties.

U: Adventurers Shop and Smithy

The Adventurers Shop is run by three brothers,

Pulteney, a retired bounty hunter, Gunth, a

blacksmith, and Harford, an armourer and

weapons smith. All adventuring gear including

rations, climbing gear, ropes, camping gear, iron

spikes etc. as well as all basic weapons and

ammunition can be found here at standard prices.

The three run the business together, providing most

of the town’s requirements for blacksmithing work

and weapons production. The smithy is located on

the ground floor at the back of the establishment.

V: Wakeman’s Clerical Supplies

This shop sells clerical supplies such as inks, quills,

parchment, plain books etc. at standard prices. It is

run by Wakeman, a retired civil servant on good

relations with the Baron and with friends in the

bureaucracy.

W: Leatherworker

This establishment is a leatherworker’s shop, run by

Liptrot. Liptrot makes and sells all types of leather

goods including saddles, aprons, boots etc. at

standard prices. Liptrot often works with Barkis the

tanner.

X: Lady Gallania’s Baths

This is a public bath house run by Gallania. It is

open to the public but entry is 1 GP so only the

town’s wealthier citizens regularly come here. The

bath house has several baths, both warm and cool,

some shared and some in private rooms (an extra

1 GP for these). Massages are also available at 1

GP cost per hour. The bath house is a favourite with

visiting merchants. The establishment is guarded by

three 2nd level fighters.

Y: Baron’s Citadel

The Baron’s keep is referred to as ‘The Citadel’ by

the local populace. It sits on the highest part of the

rock outcrop and is approached by a steep slope.

The walls are pierced by a large set of metal

reinforced gates. Inside is a parade/training yard,

several smithies and stables. The Citadel itself

consists of a square two-tiered tower rising about

100’. The tower consists of nine floors, including a

large banquet hall on the first floor as well as a

large underground dungeon complex.

The gates are always closed at night and entry is

barred during the day by ten on duty guardsmen

and the guard captain. Only other nobles or known

merchants are generally permitted to enter. Four

archers or four crossbowmen are stationed on the rooves of each of the six

towers all day and night, plus an additional three

archers man each of the Citadel’s roof tops. The

total number of City Guard stationed in the citadel

(off-duty in the barracks and manning the walls

etc.) is as follows:

Kenrick, Captain of the Guard, 8th level human

fighter Personality: professional,

dependable and no-nonsense. Kenrick is in overall

command of the entire City Guard forces for

Longfelt.

Regular troops in the citadel consist of 50

guardsmen, 30 veteran guardsmen, 40 archers, 30

crossbowmen and 15 sergeants.

Additionally, at any particular time from 10-15 of

the Baron’s liege men consisting of lesser nobles,

landed gentry and subordinate nobles residing

within the baron’s lands will be present in Longfelt

or at the Citadel. These will be fighters of 4th to 7th

level, will have plate mail armour or better, will have barded warhorses and will all be

trained for mounted combat and proficient with the

lance, swords, axes, flails and maces. Some will

have magical equipment.

The Baron, Getragh Du Plessis, 9th level human

fighter. Personality: superior, arrogant, but

sensible minded and pragmatic in matters of

rulership. Getragh spends his free time hunting.

Getragh also sponsors the local sage, known in

Longfelt as ‘Cedric the Sage’. He has his own

library and quarters on the eighth floor. Cedric can

cast MU spells of up to 5th level. Major Field:

Humankind specialising in Languages, Philosophy

and Ethics; Minor Fields: Humanoids and Giant Kind

as well as Supernatural and Unusual. 

Cedric appears to be around 75 years old. He can

act as a patron.

He is interested in gaining maps or information on

Gunderholfen. Cedric will be willing to identify

magic items for PCs he has become a patron for

(at the standard price).

The citadel is also home to about sixty servants,

stable hands, cooks, civil servants etc. as well as a

blacksmith, a weapon smith, an armour smith and

other tradesmen such as leather workers and

farriers.

Z: Temple of Kathelea

This large structure is the temple for Longfelt’s main

deity, Kathelea, neutral good, Goddess of the

Harvest.

The temple consists of a large walled complex, a

two-story L-shaped worship hall and a walled

graveyard to the south. The temple is also

responsible for overseeing funerals and other

religious rights for the community. The High

Priestess of Kathelea is a member of the City

Council and wields considerable political influence

over Baron Du Plessis. She is Suspicious of Alfred

Calmund.

The temple can provide services such as casting

healing spells etc. for the standard prices.

Staffing the temple are the following priests and

acolytes:

15 junior acolytes

10 acolytes, 1st level clerics

3 adepts, 2nd level clerics

2 priests, 3rd level clerics

Evadne, High Priestess, 9th level female human

cleric. Personality: kind, brave, caring and confident.

Evadne can also act as a patron.

Evadne and the temple of Kathelea are also

providing accommodation and support to an

adventuring paladin, Hirionis, 9th level. Personality: honest, loyal, devoted

and determined but not the type of man you’d

want to spend time around if you were looking to

have fun or joke around.

Hirionis has come to the Longfelt area to seek out

and destroy the cult of Afraah rumoured to be

operating in the area. Hirionis can act as a patron.

Hirionis is unlikely to accompany any party on a

mission except to destroy the temple of Afraah.

AA: The Crystal House Inn

This inn, sitting near the nobles’ estate area of

Longfelt, is the most upmarket accommodation

establishment in Longfelt. The Crystal House

contains a 12’ walled compound and a stable. The

building is three storeys high and is run by

Pharamund, an impeccably attired and groomed

handsome man in his mid-forties. Pharamund is a

perfectionist, but also a snob and will refuse entry

to ‘dirty’ types even if they have the coin to afford

lodging. The inn’s furnishings and interior design

are all of the highest quality.

The Crystal House’s clientele consists almost entirely

of wealthy merchants, nobles and priests and their

retinues. Single rooms start at 5 GP a night,

doubles 8 GP, triples 10 GP and four-man rooms

are 12 GP. Luxury (gorgeous actually) singles are

30 GP and doubles are 45 GP. The inn also has

two dormitories (usually for retainers) that can

sleep twenty each on the ground floor; mats are 5

SP a night. Meals are 15 SP for standard fare, 1

GP for top quality. Wine is 1 GP and is top quality.

Ale is 15 CP a mug. The inn will have between 10

to 20 patrons present at any particular time (much

more if a wealthy merchant or noble has a large

retinue). The inn has ten single rooms, eight doubles,

five triples, five four-man rooms, three luxury

singles and three luxury doubles. There is always a

musical show on at the inn’s bar every night.

The inn is protected by five 2nd level fighters. The City Watch tower is just down

the road and patrols regularly monitor this area.

BB: City Watch Barracks

This building is 25’ high with 35’ high circular

towers at each corner.

This building houses the City Watch garrison as

well as containing a prison complex on the first

basement level. The main building has two storeys

and the roof is surmounted by a crenelated wall.

The roof can be accessed from doors on the corner

towers. The first floor is where most of the

administrative business is handled by the Watch

and where the public may enter and meet with

officers. The second floor houses the living quarters

of the officers as do the towers. The first basement

contains a large prison and the second basement

level contains supplies, rations and armoury. There

is also a secret door in this level leading to the

sewers but this is only known to the High Constable,

Deputy High Constable, the Inspectors and a select

few other officers.

Two City Watchmen are always on duty at the

entrance, two on the rooftop and one on each of

the tower rooftops. Stationed within the barracks

are the entire City Watch consisting of 55

watchmen, six sergeants, three inspectors and the

Deputy and High Constables:

Merrick Vandahaut, High Constable, 7th level

male human fighter

Personality: sharp, perceptive, thoughtful and

patient. He has worked this job for twenty years

and is a consummate professional.

Astolphe Renswald, Deputy High Constable, 6th

level male human fighter. Personality: cold, uncaring but extremely

capable.Astolphe can act as a patron.

CC: Balfour’s Tower

This tower is 70’ high and contains six floors. This

tower belongs to Balfour, a 9th level elf magic user:

Personality: sneering, aloof,

superior, sharp and intense.

There is only one entrance to this tower, a solid

iron-bound door, but it is located on the third floor.

Balfour uses his fly spell or other magic to gain

entrance to the tower. This tower, like Proctor’s (see

E), contains many magical items but is heavily

guarded with magical traps. Balfour is a rival to

Proctor and the two hate each other. Unlike Proctor,

Balfour does not usually sell any items or deal with

the general public. The tower is usually guarded by

Balfour’s familiar, an imp.

DD: House of Alfred Calmund, High

Merchant

Alfred Calmund is the richest High Merchant,

Chairman of the Merchant’s Guild and member of

the City Council. This large, walled complex is the

only walled complex owned by one of the High

Merchants, the rest are owned by nobles. The wall

surrounding the large, three storey house is 10’ tall

and four fully trained war dogs guard the grounds.

The mansion itself is well presented and full of

expensive furniture of the highest taste. An

additional sixteen guards, 1st level fighters, guard

the estate.  Inside the house a

stone golem stands guard.

EE: The Gasping Playhouse 

This large establishment is Longfelt’s main

playhouse and theatre. It is busy, with shows on

every night and is visited by a wide range of

clientele. All sorts of shows are put on here

including comedy skits, dramas, classic plays and

epic myths. Musical shows are also staged here.

Entrance is usually 5 CP but when a special show is

on this can go as high as 1 GP. The playhouse sits

an audience of up to two hundred and is frequently

full.

Patrons can order wine for 1 SP or ale for 6

CP while they watch the shows.

FF: The Copper Crown Inn

This three-storey inn serves mostly lower-class and

lower-middle-class patrons. Most of the city’s

halflings, dwarves and gnomes are regulars at the

inn’s bar. It is run by Reginald Rotterhot, a halfling

and former mayor of a halfling community wiped

out in a hobgoblin raid. Rotterhot is warm, friendly

and knows how to entertain and provide good

hospitality. There is no stable, but mounts can be

tethered at posts out front of the inn.

Singles are 1 SP, doubles 1 SP and 5 CP. A mat in

the dormitory is 2 CP. Meals are 4 CP (and really

tasty), ale is 5 CP. The inn has 10 singles, 10

doubles and the dormitory can sleep 15. From 10-

20 patrons will be present during daylight hours

and from 30-40 at night.

GG: The Laughing Lute (Music House

and Inn)

This two-story establishment is a music house

featuring a small stage and seated venue, but also

doubles up as a small inn. The place is run by

Cotton, a pleasant, smiling musician turned

innkeeper. The small venue can seat twenty five

and music shows will be on every night. Cost of

entry is 1 CP. There is a small bar also serving ale

for 4 CP. The inn only has eight single rooms for 1

SP a night and one six-man room for 5 SP a night.

HH: City Guard Stables

These two large buildings are stables for the City

Guard. However, private individuals may also

leave their mounts here for a charge of 5 SP a day.

The stables are guarded all day and night by five

guardsmen and a sergeant.

II: South-East Gatehouse

See area A for general description and function of

this gatehouse. The South-East Gatehouse is slightly

larger than the West Gatehouse but apart from

that they are almost identical. Characters entering

Longfelt will be questioned by a sergeant and five

guardsmen. Any merchants or characters bringing

in large quantities of merchandise or riding a

wagon will be charged a 2 SP entrance fee. It

contains the following contingent of City

Guardsmen:

Gilles, South-East Gatehouse Guard Captain, 5th

level male human fighter. Personality:

professional, well-mannered and patient.

Troops: five sergeants, 10 veteran guardsmen, five

archers (one each will occupy the four towers and

one will be stationed on the gatehouse roof) and

12 guardsmen.


Surrounding lands

This section provides a brief overview of the lands

surrounding Longfelt. 

Barony of Plessis

The farmlands surrounding Longfelt and the

southern portions of Ganfal Swamp are claimed by

Baron Du Plessis. The farmlands are fertile, rolling

hill lands crisscrossed with hedge fences and home

to large herds of sheep, cattle and other domestic

livestock. These lands are well patrolled by the

City Guard and encounters are likely to be with

farmers, patrols, merchants and peasants.


The Swamp is a dank, perpetually mistshrouded

swamp covered with sickly, fresh water

mangrove trees. It does have fairly large patches

of dry land that the PCs will be able to use to

navigate through the swamp. However, the trail

from outside Longfelt does lead through

unavoidable patches of mud and filthy pools. This

trail meanders through the bog to the hill that sits

atop the mines (Gunderholfen Hill).


Prickly End

This forest is used by the Baron and other nobility

for sport hunting. Entrance is forbidden to the

general populace and the Baron sends City Guard

patrols into the forest looking for people breaking

this ban. This, however, does not mean that the

local populace does not enter the woods in search

of game. Aside from the danger of being caught

by the Baron’s men and the deep parts of the

forest, Prickly End is generally quite safe. However,

a small bandit group has recently established a lair

in the inner parts of the forest. 


Balor’s Rent

The great chasm that lies to the east of Ganfal

Swamp is known as Balor’s Rent. It is a huge ravine

20 KMs in length and 1,000 feet in depth created

during the devastation unleased at the time of

Sethid’s demise. Balor’s Rent quickly became

flooded and turned into a dismal, mist-shrouded

marsh and bog land infested with monsters.

Unknown to anybody though is that the ravine

provides access to the middle and lower halls of

Gunderholfen and the inhabitants use this ravine to

enter and leave the mines. If the ravine is scaled

and the entrances discovered, it is thus possible to

bypass large sections of the dungeons and delve

straight into the heart of Gunderholfen.

The chasm walls – which are for the most part sheer

cliffs – can only be climbed in a few locations and

are in fact overhanging along a good deal of their

length. 

The chasm is shrouded in a clinging, nauseating mist

and the bottom is never visible. At the bottom lies a

dark and foul marsh, with stinking bogs and

stagnant pools of tepid water. Strange noises, as

of suffering animals and terrible cries, pierce the

mists. It is a haunt of monsters, and some say that

deep within the chasm lies a portal to the lower

planes created when Balor’s Rent was formed.




Saturday, 16 November 2024

Highfell: The Drifting Dungeon

As the white glow of the Akhosian Dragonfire fades, you find yourself standing within a stone henge, almost identical to the one at the foot of Mt Dwimmerhorn. A cool wind whips at your clothes. Fluffy white clouds scud across a blue sky, the Sun shining bright. Nearby to the west the land drops away precipitously - you are on a flying island, drifting over a flat landscape of shining white - the Great Salt Flats. To the east, tumbled and overgrown ruins, dotted with the dark bulwarks of Mage towers, rise towards a central hill, from which bright streams flow, falling over the edge of the island in tumbling torrents. Atop the distant peak you can make out a large pyramid, perhaps a citadel. The nearest Mage tower is a hundred yards or so from the Henge, its broken doors yawning open.

Long long ago, a group of seven elven Magi dedicated to Ord, God of Magic (perhaps fleeing the destruction of Tosasth, ca 2800 BCCC) were drawn to a nexus of magical power located on a tall mountain, called the Dwimmerhorn. Exploration of the Dwimmerhorn revealed three henge gates, apparently constructed by the Dragonborn of Akhosia (Akhosia fell ca 2500 BCCC to the Rain of Glorious Doomfire). Through study the elves harnessed the nexus (or so they thought), and built mage towers and spires in order to study the phenomena. Centuries later (ca 3600 BCCC) they also invited human wizards of the young Empire of Nerath to join them, and together they created a magic school high atop the cold and remote Dwimmerhorn Mountain. For generations Highfell wizards both human and elven recruited promising young adepts, and brought them to the school as apprentices – it was a great honour for one’s son or daughter to receive an invitation to Highfell. After the Fall of Nerath (4200 BCCC), most of the surviving mages left Highfell, and those few who stayed took fewer and fewer apprentices. Highfell, once the epicenter of magical study, was abandoned. Towers collapsed, ruins became overgrown, and the site was lost. As the enchanted wards failed, monsters, once kept at bay by the power of the mages, occupied the caves, holes, and hovels. Adventurers too began to explore the remains.

On the sixth minute, of the sixth hour, of the sixth day of the new year 4454 BCCC, people staying at the nearby Mountaintop Inn saw an eerie green light emanate from the ruins high atop the Dwimmerhorn. The intensity of the light grew until an explosion rocked the great peak. Highfell pulled away from the mountain, and now drifts slowly – and occasionally phases in and out of place – over the Great Salt Flat of the Southern Reaches. 
Note: The Mages of Highfell were known to use the mystical Amulets of Ord to activate ancient Akhosian Henge Gates scattered throughout the mountains and beyond. These would give access to matching Gates atop Highfell. One such Gate lies at the foot of the Dwimmerhorn, near Mountaintop Inn.





West Highfell



Towers of Magic

1

2

3

4

5

6


7


East Highfell






8


13


20

Adventurers







BRINE REGION MAP







Sunday, 13 October 2024

POSSIBLE NPC RETAINERS

 Retainer Rules - Friends In Dark Places

Can also be used as PCs.



Lyssa the Apprentice


Wizard1HumanPrisoner in Castle Whiterock--STR 7 DEX 14 CON 13 INT 17 WIS 14 CHA 16 
Ikam Kott of the Northmen (offline)


Fighter3Humanwith CourageCourageFull (net loyalty +2)STR 16 DEX 11 CON 14 INT 7 WIS 9 CHA 10 
Andrea Beaumont of Greyhawk


Thief2Humanwith Amelia WinslowAmelia Winslow (NPC)
STR 7 DEX 14 CON 9 INT 11 WIS 10 CHA 14











Cassie Earthsmasher
Thief2HumanImp Brucke--STR 7 DEX 16 CON 10 INT 11 WIS 9 CHA 15 HP 6
Aramdor of the Greywolf


Fighter2Altanian Human---STR 16 DEX 14 CON 13 INT 9 WIS 10 CHA 12 
Craggle of Imp Brucke (offline)


Thief2GoblinWanders(Creeg)FullSTR 15 DEX 14 CON 15 INT 15 WIS 14 CHA 10 HP 5
Steelwind of the Delmirev

 

Fighter2Dragonborn---STR 16 DEX 14 CON 16 INT 12 WIS 12 CHA 12


Bugs of Imp Brucke


Wizard2GoblinFollowing Princess ShukiKrimo, sort of.FullSTR 10 DEX 15 CON 14 INT 16 WIS 9 CHA 16 
Ralina


Thief1Halfling?--STR 11 DEX 17 CON 9 INT 12 WIS 8 CHA 15  
Martin the Blagger, former Vermin Wake Pirate




Thief2HumanWanders(Skulk)    Full
(loyalty success 3+)
STR 9 DEX 18 CON 10 INT 12 WIS 12 CHA 14