Nelaphis (Harbor Lighthouse) – subhex 13016
Livrent Town – subhex 13015
Amvil (village) – subhex 14015
Carcent (village) – subhex 15015
Rolsfirn (fort) – subhex 15016
Monthly Archives: February 2013
Nelaphis (Harbor Lighthouse) – subhex 13016
Aside from the above establishments and organizations, adventurers should have some knowledge (even if only rumors) of the native non-human intelligent creatures in the regions near Livrent.
These humanoids are described in modules X1, The Isle of Dread, and X2, Castle Amber. These tiger-men are nomadic by nature, and roam to the north of the Plains of Ujola. If encountered near one of the colonies, rakasta will be willing to trade unusual plant spices for finished goods, as they have no metalworking and only simple crafts of their own. Peaceful communication must be established first, as they have their own language, but there is a 50% chance 1-3 of those encountered near the colonies can speak some of a human language, most commonly Ujola, but some may know Svyndalish from contact with traders from Ludewood. As for non-peaceful encounters, rakasta are fierce opponents in battle, and their greatest warriors have been known to ride sabre-tooth tigers into combat.
These small semi-humanoids are described in module X1. They live in villages among the trees of the coastal forest, rarely venturing from them. Phanaton are generally peaceful, and have a liking for druids, Elves, and others who show respect for the forest. They are extremely curious about visitors, as they get so few of them. It is rumored they know how to use many of the forest plants to make medicinal concoctions. Phanaton are ruled by village “kings” of great size and strength whose primary role is defense of the others from their only true enemy – the Aranea.
These intelligent giant spiders are described in modules X1 and X2. Aranea live in homes among the trees constructed of webs, leaves, and bark. They are inherently magical, and tend to be solitary, unscrupulous and selfish, not even trusting each other in most circumstances. Many are obsessed with increasing their own magical knowledge by studying human spells and magical items. Their “spoken” language consists of vibrations caused by rubbing the hairs on their legs and bodies, and is unintelligible to other creatures without magical assistance, although many aranea can understand one or more normal languages, and some can even read and write them. They are extremely shrewd in any negotiation, always seeking to find some loophole to benefit themselves, and will do their best to break the “spirit” of an agreement while maintaining its “letter.”
Adventuring in and Around Livrent
There are several places and organizations in Livrent that may be of interest to adventurers.
In town is a multiple church dedicated to the five gods of the Elves: Monshalla of the stars, Lamor of the moon, Valam of the sky, Jandara of the sea, and Pelemor of the forest. The senior cleric is Onalto, a 12th level servant of Monshalla. Anyone who who attends the church at least once a month will be healed of wounds (up to a Cure Serious Wound spell) free of charge. Others will be healed for 5gp per level of the recipient. In addition, a 10th level cleric of Lamor, a 9th level cleric of Jandara, and eleven other clerics of various servitudes are present at the church.
Honest Reltan’s Hostel
Of the five inns present in Livrent, Honest Reltan’s is the most popular with adventurers. The proprietor is Reltan, a 56 year old man who opened here fifteen years ago. The common sleeping area is mostly free of fleas and other pests, and can hold up to 20 people at once. There are six private rooms that can sleep up to 3 people in a large bed, and two large rooms suitable for up to 6 apiece (two beds). A night in the common sleeping area costs 2sp, one of the smaller rooms is 2gp, and a large room is 5gp per night. Food is prepared twice per day, and costs extra. A total of 50 can sleep at the inn.
The Centaur’s Cup
One of the more reputable taverns in town, this drinking establishment allows no brawling or gambling during daylight hours. A mug of local beer or ale costs 1sp, imported (from Ferdmarsh or Ludewood, any farther and it would spoil) 5sp. A small glass of locally made brandy costs 5sp, while good wine costs 1gp. Cheap local wine costs only 7sp per glass. The owner of the tavern is Ketastap Illir, a retired fighter originally from Durland. He can usually be found tending bar during the evenings, and will often tell tales of his youthful days in Holothom. Many of the patrons are visitors or new arrivals to the colony, but a few of the regular customers might be persuaded to part with some bits of information for a few drinks.
The Guild of Rogues
There is a thieves’ guild in Livrent, and it can be contacted along the docks at certain hours. There is quite a trade in smuggling goods (either heavily taxed or restricted by monopolies, etc.) from Holothom to the colony and vice versa, and the Guild of Rogues controls the smuggling trade in Livrent. The Guildmaster is known only as Nartal, and is an elven thief of 14th level. The assistant of Nartal is Hymarph, an 11th level human thief (of unknown origins) with an 18 Charisma. Members of the guild must pay a fee of 100gp per year to remain members, and must pay a “commission” of 50% of the value of any smuggled goods. In return for these fees, members are assured of protection while in town, and will be secreted away if wanted for any crime less than murder or treason. Anyone caught smuggling without being a member of the guild is given ONE chance to pay the fees and commissions for any past smuggling; if short of cash the amounts can be borrowed and paid back at an extortionate interest rate. Refusal or failure to pay up is met with increasingly severe warnings (beatings, destruction of property, disfiguring or crippling injuries, etc.), and ultimately a prolonged and painful death.
The Wizards’ Society
This organization was founded in Durland 754 years ago, and now has a Society Hall in every city of 5000 or more in Holothom. There is only a small group of members in Livrent, and this is the only Society Hall on the mainland of Danarbi. The Chief Wizard is Kearnan the Illusionist (specializes in phantasms and mind-altering spells), who is 18th level, possibly the most powerful magic-user in all of Danarbi (that anyone knows of, at least). A magic-user or spellwarrior (fighter/ magic-user, most commonly an elf) must pay 200gp per year to become a member, but there are many benefits potentially available (limited by the resources and manpower of a local Society Hall). A member can receive tutoring in new spells (if a high enough level teacher is available) at a nominal monetary cost (although any rare components needed for the spell desired may have to be supplied by the student). A workspace and assistance for spell research or item creation may be provided if not otherwise in use by other members at the time. Magical items found will be identified for only 5gp per item (plus cost or supply of material spell components needed for casting Identify spells), and it may be possible to purchase a few scrolls or potions from the Society Hall. Finally, a member will be freely rendered aid in a time of danger once per year; this is usually in the form of a Teleport spell or effect to escape from danger. In return for all of these many benefits, a member will be expected to provide a certain amount of their time teaching spells, identifying magic items, creating scrolls or potions for the Society Hall, etc. Members must also swear an oath not to teach magic to anyone who is not a Society member; this is the source of friction with the “New Mages” who hold that training in magic should be available to any with the requisite ability and desire.
The Holy Order of Jandara
This popular militant order is devoted to free trade and travel on both land and sea. Founded originally by sailors after the common acceptance of the Elven gods in Holothom, the Holy Order now supports fighting clerics and paladins in the service of Jandara of the sea. This group is closely allied with the church, especially “regular” clerics of Jandara. The majority of members are fanatically loyal human fighters, as few hear the true calling to be a fighting cleric or paladin. The most experienced paladin based in Livrent is Lamfrey Donas, 10th level, although there are perhaps a half-dozen lesser paladins in the region. The traditional foes of the Holy Order are pirates, bandits, and marauding humanoids – basically those who present a direct threat to the free travel of persons and goods. Raiding parties of Wayglath nomads are also considered such a threat.
Shop of Varence
This is a well-stocked trader’s shop where weapons and adventuring supplies may be bought. Varence, the proprietor, is a retired wanderer who decided to profit from the needs of other adventurers. Any item from the Equipment list (except animals and transport) in the Expert rulebook can be found here. The only weapons currently available are: 3 crossbows, 5 longbows, 7 shortbows, 12 spears, 17 javelins, and 4 staves. Any reasonable number of clubs, bolts, or arrows can be bought here.
Located adjacent to the Shop of Varence, this is the only place in Livrent where armor of metal can be bought. Currently for sale are: 4 suits of human-size plate, 2 suits of Elf-size plate, 3 suits of Gnome/Halfling-size plate, 2 suits of Dwarf-size plate, 7 suits of human-size chain, 3 suits of Elf-size chain, 5 suits of Gnome/Halfling-size chain, and 3 suits of Dwarf-size chain. In addition, any reasonable number of shields, swords, axes, daggers, maces, and warhammers can be bought here. The senior smith is Duhkarn Tunad, a stout Dwarf. He has several lesser smiths and apprentices to assist him.
Foras’ Leather Goods
This shop is across the street from the Shop of Varence. Any size of leather armor, any number of slings (and sling stones), backpacks, sacks, saddles, bridles, and saddlebags can be found here. The owner is Foras, a Halfling fighter who decided she had had enough of risking her neck on adventures. The Guild of Rogues often uses this shop as a place to relay messages and facilitate minor guild errands.
Near the town entrance is a large livery stable, with space to house up to 40 animals. In addition to renting stalls and caring for mounts, the livery keeps a small number of animals that are available to buy, currently 2 warhorses, 6 riding horses, and 4 mules. On Eighteenth day of every month there is an auction of livestock in the town, which is when animals are replenished to replace those bought. If more animals are needed on short notice, the stablemaster Yarleb Roartin will act as agent (for a commission) to negotiate the purchases from private owners. Any animal here can go for up to 20% more or (rarely) less than the price in the Expert rulebook, depending upon health and overall condition.
(Here is a writeup of the largest settlement of the Holothonians on the mainland of Danarbi. Apart from a couple minor edits this is just as I wrote it in the 1980s. A crude map does exist, but it is not ready for prime time – I want to recreate it in digital form.)
(Hex 32.23 of West Danarbi)
Located on the northeastern coast of the Bay of Hope, this colony was founded by Gyaal in 799 EM. On the map of Livrent Colony, several features of the colony are marked. They are: Nelaphis, the harbor tower; Rolsfirn, the fort; Livrent, the town; Amvil, the north village; and Carcent, the east village.
Overlooking the harbor is a 120′ tall tower of wood waterproofed with tree sap. There are six Continual Light spells cast on protruding beams of the tower that makes it a beacon for ships and helps to illuminate the harbor. The main feature of the harbor, aside from Nelaphis, is the 1200′ long sea wall protruding to the south-southwest. The sea wall is a uniform twenty feet above sea level. There are only two docks extending from the shore, but several ships can anchor in the harbor if necessary.
Located some four miles inland from the harbor is a fort completed in 860 EM. Rolsfirn is rather small, only two 30′ towers, a gatehouse, and several low buildings within the walls. Except for the stable, containing five warhorses and twenty-one riding horses, and a small guard force of twenty light infantry commanded by Sergeant Inolas, Rolsfirn is currently empty.
About two miles north of Nelaphis is the town, the center of the colony. Some 3000 people of all five races live in the town, with about 2200 humans present. There are five inns, eight taverns, and a multiple church dedicated to the Elven Gods in Livrent. The ruler of the colony, Lord Governor Miltaro, is responsible for the upkeep of the harbor, the guard force, and trade with Holothom and Ferdmarsh, the colony of Banlon to the south.
Three miles north-northeast of Livrent is Amvil, a farming village of about 200 inhabitants, split about evenly between humans and halflings. On Twelfthday of each month, cartloads of peppers are brought to market in town. The village grows wheat as its major grain crop.
Located two miles northwest of Rolsfirn is a farming village of some 300 people, mostly humans. On Twelfthday of each month the farmers of Carcent send cartloads of beans to Market in Livrent. The village grows oats as its major grain crop.
(Here is a writeup of the basic physical overview of the continent maps from the last 2 posts (Western half Eastern half). This was written before I made the big hexmap version, so it was still on the original squared graph paper at that point. The graph paper version was to be 24 miles per square (originally in 1985 it was 8 miles per square, but everything was too close together, so I tripled it), but I think making the hexmap version 25 miles per hex will enable me to zoom down and make sub-hexes at 5 miles and sub-sub-hexes at 1 mile. So it is possible there may be a discrepancy in some distances.) (EDIT: Have decided to make the continent hexes 25 miles across, as it seems most folks standardize on either a 5-mile or 6-mile sub-hex system.)
Danarbi is a small continent located to the southeast of the continent of Telesia, slightly below the equator in the southern hemisphere. In size it stretches about 1500 miles west to east, and at least 1400 miles north to south (part of the continent “runs off the edge” of the map to the south a further unknown distance forming a peninsula). A large island called Phosetti lies about 150 miles west of the southwest portion of the main continent; Phosetti measures about 300 miles west to east, and 520 miles north to south at its greatest extents. A significantly larger island called Conuptis lies about 100 miles to the north of the northeast portion of the main continent, and measures about 620 miles west to east, and at least 260 miles south to north (an unknown but considerable portion of the island “runs off the edge” of the map to the north). There is a chain of smaller islands north of Phosetti, and a few islands east of the main continent.
The western coastal region of Danarbi is the region of most immediate interest (as it is the region for starting and low-level game play) , and so will be detailed first.
Along the coast itself, the stubby peninsula across from Phosetti is known as The Hoof. The expanse of water east of The Hoof is the Bay of Hills, as it is quite rocky and hilly along most of the coastline. Farther north, the water protruding inland is the Bay of Hope. The forest that runs along the central west coast as far north as the Bay of Hope is the Great Nadash Forest (also called the Old Wood by the elves).The large tracts of grasslands east of the Great Nadash Forest are the Plains of Ujola. North of the Plains of Ujola are the mountains called the Jovanice Range. Within the ring of the Jovanice Range is a large area of broken terrain and desert called The Scoured Land. Northwest of The Scoured Land are the Plains of the Tiger-Men (the rakasta).
The central portion of the continent is marked by an enormous sunken rift valley, called simply The Forbidden Land by the Ujola nomads. Mostly forest to the west, jungle to north and south, and plains to the east, The Forbidden Land is almost bisected by a range of jagged mountains that direct what rainfall makes it this far inland north and south, making the eastern portion drier. South of The Forbidden Land are the Plathen Mountains, that further isolate the western and eastern portions of Danarbi from each other. South of the Plathen Mountains is the Inner Wood, fiercely guarded by wild elves and sylvan creatures.
The eastern part of the continent is dominated by The Great Swamp, also known as The Swamp of Doom by the remnants of the Unimokans that still survive. Within the heart of The Great Swamp is a forbidding wasteland of jagged and broken hills and mountains. The few who have ever made it past the swamp and dared to enter the wasteland have never returned. Southeast of The Swamp of Doom is a dense forest perpetually shrouded in mists and fog. Deep within the Forlorn Forest are a few low mountains surrounded by hills.