Adventuring in and Around Livrent
There are several places and organizations in Livrent that may be of interest to adventurers.
The Church
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.
Weapon Smithy
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.
The Stables
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.