PLACES
Ashbourne is a small, fortified farming village located about three miles
north-east of Dovedale, the river of which flows right through the village. It
has a market, a bakery, a dry goods store, a brewery, a church (Berei), two
passable inns (one in the village, and the Inn on the Hill), and two boarding
houses. The only way to acquire weapons and the like is to buy from
villagers.
A small but militant village on the edge of the Fenring forest, they are often
troubled by the norkers who live in the western reaches of that foreboding wood,
so weapons and armour are fairly easy to come by. They are here to gear the PC's
up and are surprised to hear that they come from further up into the mountains
(The shield at work).
GEAR:- Basic armour up to half-decent chain and good brigandine amour.
Pub:- Caravan post style, a fort with large halls and a pub.
Ashbourne v2.1 20 years later
Peaceful and of little import, they have minimal equipment suitable for
adventurers, and much of the places has changed completely. the pub is no longer
there.
The town founders appear to have defence in mind (a decent fortified town
further back from the Tors and at the edge of the giants depredations), as the
tall stone boundary wall is surrounded by a wide moat which could hinder many a
foe, if it had not become a dumping place for rubbish of more recent folk. Twin
drawbridges cross the moat from the south and east, but most of the moat is
filled in with an accumulation of household rubbish, offal and sewage. Two
Castles inn, owned by Grundle the dwarf, ale is cheap.
Due to the closeness of the Tor's and the defensive value of the stone
walls, this place has it's fair share of shops, 3 pubs, a weaponsmith and an
armourer.
Griffondale is a pastoral community of some 400 inhabitants, surrounded by
forest and hills. The common folk live in cosy cottages built up and down tree-
lined avenues, it is protected by a wooden palisade and earthworks.
The most reputable tavern in the place is the Tell-Tale and there is a
weaponsmith and an armourer,though they are of average quality and the armourer
is a typical small-towns, only making Brigandine or lesser suits. The day after
the adventure finishes (five days after it starts),there is an archery contest,
for which all contestants are required to sign up at least two days in advance,
paying two silver pieces for the privilege. The prize is a new longbow and one
dozen flight arrows. The contest is won by Rudel Correze, shooting as the
'Black Archer', and will not reveal his identity, though he will kiss the cheek/shake the hand of any PC who gets to the final.
They stay in the castle and see little of the town until after they are
rewarded, after then they are placed in a pub, the well-appointed called the
Baron's arms, on their own money.
They arrive late in the evening, and leave at first light.
A reasonably well-off town, which is not attacked by Iuz or the occupants of
the Dreadwood, but suffers from it's close proximity to the Spiderwood.
An old fort, with an intact but deteriorating curtain wall surrounding the main
compound. Two towers on the wall face the river, while massive gatehouse faces
west, with the road circling round to that side, passing between the stone jaws
and further north.
Has a shrine to at least one God who can heal, limited supplies, etc most are
owned by the Garrison.
Farmers and fishermen and that's about it.
The Bloody-Axe inn, at one time, it lay claim to being the biggest inn on the
trail. Two Glass windows and owned by a dwarf named Borik. Morin's smithy and
stables
A large, cosmopolitan mining town, this place has it all, many races mix here,
and many cultures, it is well defended, and every inhabitant carries some form
of weapon, though fights to the death are rare, most just beat each other
senseless. There is a red-light district, a small bazaar where it is said
anything may be bought and a small section of town is populated almost entirely
by Rhenee who have found the encroachment of Iuz has forced them to give up
their wanderings. The clouds is a cat-house of the more distinguished type,they
only allow the richest of clientele to enter. and the merchants that the group
are travelling with advise them to go to The Seal, a well-known inn.
The village near the marsh, the inhabitants are a little strange and do not
produce weapons and gear or much else indeed.
This is a little village located at the cross-roads of two trails far from
danger or excitement. Life here is quiet with little in the way of distractions
from the daily grind. The place is run by an ex-advisor to the High Prince
DATA, he retired here after the present chamberlain took over, and he found
that his advise was falling on deaf ears.
(Last Common village West of the Little Hills)
The 'village inn' it's only name is comfortable and homely, and the villagers
enjoy telling tales and listening to them, they get quite a few travellers
through here. The mage Quelkin lives nearby.
A rich and well appointed town on the banks of the _______. Mages were
tolerated here for a lot longer than they were elsewhere, partially due to the
influence of the ruler of the Northlands, who owed a favour to a mage. Also,
because many of the mages here were mercenary types who did favours for the Rat
Cult (not knowing who they were though), and the rest were just idle fops. It's
central location and good river communications make it a good place to pick up
any item produced in the North-lands.
Capital city of the north, and near to Loftwick. this place is full of the
influence of the Keols, and hopefully the PC's get there right in time for a
festival.
The capital city of the Southern League, this is the largest city the findlings
have ever seen.
Again, there is little change in the place since they last came here. This gives
them the chance to see people again, and to meet the Keepers and see them in
action
Waen Fawr was a walled city of some 30,000 inhabitants, perhaps one third of
the populace has died so far in the plague. It's buildings are constricted of
wood on stone foundations (stone cellars are common). The city is neither
fabulously wealthy nor poverty-stricken, it merely lies on the crossing of
two trade routes, and prospers by serving the needs of merchants.