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.