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 Locations of Merata

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PostSubject: Locations of Merata   Tue May 31, 2016 4:04 pm

Index of Known Locations of Merata, the Island


  • Port Town
  • The Broken Smile
  • Salvana's Oasis: includes Salvana's Rest (Manor)


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PostSubject: Re: Locations of Merata   Tue May 31, 2016 4:05 pm

Port Town

A  port town where the ships from Charm and other locales dump their unwanted passengers and pick up rare objects from the island. Port Town is walled by a spiked fortification and operated in a frontier-style manner by three warring factions.


  • The Charter of Gold are a small group of likeminded merchants seeking mercantile dominance.

  • Vikra Ex is a group of explorers and native-lovers who seek to understand the island, but are not having very much luck. They hire out adventurers as often as not to be guides.


DM Note: This location is between a village and town. More will be described later.

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PostSubject: Re: Locations of Merata   Tue May 31, 2016 4:07 pm

The Broken Smile

Jagged cliffs and sharp rocks that run for miles in a crescent. Known for shark attacks, cultist activity, and connection to Sea Devil assaults. 



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PostSubject: Re: Locations of Merata   Tue Jul 05, 2016 4:58 pm

Below are some basic features of this location in case the party decides to do anything special with the location. If you need further detail I can provide it as needed.








Salvana's Oasis



The above is reskinned from the [Phandalin] as Salvana's Oasis.




This outpost was started by a ranger named Salvana in order to harvest the Camusin fruit and attempt to map out this region of the jungle. Salvana vanished decades prior and the location is falling apart, unprotected until recently. The villagers allowed the Rusted Blades to offer their “protection” in order to stave off the depredations of natives and ape tribes as well as other monsters.




Currently, Salvana’s Outpost is in true disrepair. The Rusted Blades have milked what native wealth that once existed dry. People are poor and live in constant danger because of the attacks against the Kang and the other natives. The streets are muddy, the camusin berry and vines grow everywhere, but in small rotted states, and there is a palpable fear throughout the village.


The village consists of forty simple buildings made from the local trees, some built on stone taken from the various ruins in the area and the Broken Smile coast. Many more houses lie in ruins at the outskirts of the village as the jungle reclaims what was once a vibrant community. Most of the newer buildings are along the side of the main cart track which widens into a muddy main street towards the ruined manor house of Salvana's Rest.

Important NPCs

Qorin Giantsbane (Innkeeper of The Giant's Lovely Daughter).
A native of Port Town run out after severe gambling debts to pirates. A nervous, but friendly man who sought fortune in the camusin berry. On his first night in the town the old innkeeper died in his sleep and Qorin found a knack for running the place. He married a woman named Irena and has a son, Mattin. He is a master of rumors of the town.

Elmar Barthen (Barthen's Provisions). Owns a trading post. He is a lean, balding man of fifty or so years with a kind manner. He employs a couple of young clerks (Anders and Thistle) who help unload. The supplies found in the Kang'chagga cave belonged to him.
Daran Edermath (Edermath Orchard). A fit, silver-tongued half-elf of more than a hundred years. He is a warrior who served in various mercenary companies back on the mainland before coming to Merata. He is a skilled commander, but avoids combat these days. Some believe that he hails from the Far North and the famous wizard college called the Atwood Academy. (Eldritch Knight)

Linene Graywind (Thorns of the Wild Growth). Linene is a sharp-tongued human of about 30 years who views it as her solemn duty to protect the town. She despised the Rusted Blades and the Glasstaff and is ecstatic at the party's success against them.
Halia Thornton (The Archaeologist). Halia is a merchant in service to the Magister of the Jeweled City of Beryl. She views the current mayor as weak and ineffectual and hopes to take his position as soon as possible. She is also quite happy about the party's success against the Rusted Blades.
Qelline Alderleaf (Alderlef Farm). Qelline is a middle-aged halfling woman with a son named Carp. She is a midwife and skilled lute player. She is from the Barrowlands in faraway Rhetaea and is tight-lipped about why she came here.
Sister Garaele (The Shrine of Luck). Sister Garaele is a Kaovish'rhem (People of Chaos) who seeks to bring the faith of Chaos to the Wild Growth. She is a scholar of the Sylvar'rhem, though she does not venture into the Wild Growth herself. She seeks an interaction with a "spirit" of the Sylvar'rhem called Coyolxuahqui in a nearby ruins.
Harbin Wester (Townmaster's Hall). Harbin is a fat, pompous coward whose power resided from his willing servitude to the Rusted Blades. Once a banker, his fortunes diminished and he fled to the frontier.
Modification: Halia has taken command with Agrykos's blessing and the backing of the party. Harbin has been banished.
Kansha Tuval (Captain of the Guard): Kansha is the new captain of the guard. See Game 4 adventure log for further information.



Prominent Locations


The Giant's Lovely Daughter.
Listed as the [Stonehill Inn] on the map above. Run by Qorin Giantsbane. This is the finest building in the town except for the Townmaster's Hall. It rests on stone harvested from the Broken Smile coast and the wood of the building is from local trees. There are only six rooms. The common area is a font of rumor and gossip.
Barthen's Provisions. Shelves stocked with ordinary goods and supplies and open from sunup to sundown. Does not carry arms and armor.
Thorns of the Wild Growth. Listed as [Lionshield Coster] on the map above. Run by Linene Graywind. This is the only location in town that sells arms and armor, though both are in short supply as the Rusted Blades have "taxed" the location heavily.
The Archaeologist. Listed as the [Phandalin Miner's Exchange] on the map above. Run by Halia Thornton. Halia pays agents to collect items of unusual nature from the ruins of the Qezcahal and sends those artifacts back to her master's in faraway Beryl. She is the only person in the town likely to deal in magic. Currently, the most prominent item of worth that she possesses (and would consider trading or selling) is Salvana's Pack (a Heward's Handy Haversack).
The Whetstone. Listed as [The Sleeping Giant] on the map above. This was the tavern dedicated to the Rusted Blades. It has a still in back for a horrific, but potent drink out of Port Town and serves Totochtin, the wine made from the camusin berry.
Salvana's Rest. Listed as [Tresander Manor] on the map above. See below for information on this location.
The Shrine of Luck. Run by Sister Garaele. The shrine is made from stones taken from a nearby Sylvar'rhem ruins. It is dedicated to all gods, but has a number of shrines to the local ancient gods of Qezcahal.
Edermath Orchard. Owned by Daran Edermath. This orchard grows various wild citrus fruits native to the Qezcahal. Recently, it has been attacked by native Owlbears who have moved in on the location as a feeding ground.
The Townmaster's Hall. Run by Harbin Wester, this hall has sturdy stone walls, a pitched wooden roof, and a bell tower for warning the town. A sign next to the front door reads "1gp for each left paw of a Kang warrior. 100gp for a Rok's head."  There is a small jail in the cellar of the building.
Alderleaf Farm. Qelline's home.






Salvana's Rest

The above is reskinned from the [Redbrand Hideout] as Salvana's Rest. This was the private manor house of the ranger Salvana shared only occasionally by fellow adventurers of his. After the ranger Salvana vanished into the Qezcahal, his fellow adventurers abandoned the Rest and the Oasis entirely. Over decades of attacks, the entire upper floor has collapsed in from fire and age.

Below are some basic features of this location in case the party decides to do anything special with the location. If you need further detail I can provide it as needed.

General Features

The manse consists of well-built chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, wiht stairs leading down.
Ceilings. Passages and chambers are 10' high unless indicated otherwise.
Doors. All doors are made of wood with iron handles, hinges, and built-in locks. They can be picked (DC 10 Dexterity) and can be broken down (DC 20 Strength).

1. Cellar. Contains a cistern with cold, clean freh water (10' deep with a 2' rim). Drain pipes from the roof of the old manor above fill the cistern.
2. Barracks. Storage room and sleeping quarters.
3. Hall (Trapped). PCs discover a pit trap in the center of this hall.
4. Crypts. The skeletons of some of Salvana's allies rest here.
5. Slave Pens. This is where the captives from the town were held.
6. Armory. Stockpiled weapons containing 12 spears, 6 shortswords, 4 longswords, 6 light crossbows, and 8 quivers holding 20 bolts each. Additionally, there are 20 suits of leather armor.
7. Storeroom and Work Area. Provisions, skins, and materials to repair minor damage to the manse are located here. Contains a secret door leading to the stairwell going up.
8. Crevasse. 20' deep fissure, 5-10' wide at various places with rough walls. The bottom is cold and emanates a faint necromantic aura. The dead bodies and other organic matter here decays at about half the normal rate. The Nothic was here and the corpses fed her. Bridges are made of wood.
9. Guard Barracks. A guard barracks.
10. Common Room. The children were kept here and Varik freed them after killed the few Rusted Blades present.
11. Wizard's Workshop. The party discovered a rat moving around in this room, dazed and confused. This was Iarno's familiar and it is listless without its master. The room is a wizard's workshop with a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes.

Inspection of the room and a few Arcana rolls reveal that the Glasstaff was attempting to master the art of brewing potions and concocting alchemical mixtures. The books and notes scattered about are basic texts on Alchemy. Any character proficient in Arcana can see that his apparatus appears to be setup to brew potions of invisibility though none have been successful thus far.

Among the books is a tome written in Dwarvish. The journal of one Aggradon of the Emerald Clan, it depicts his clan in service to the ancient Sylvar'rhem (the Lost Elves) and talks of Wave Echo Cave as a special place full of magic that his clan used to for their craft alongside some native gnomes.

There is also a sheaf of papers that depicts a story about a mace called Lightbringer gifted to the Emerald Dwarves by the Sylvar'rhem. The mace was lost when Wave Echo Cave and the mine vanished from history.

12. Glasstaff's Quarters. Contains a bed, desk, and chest. The walls are covered with tapestries depicting the great victories of the Crimson Legion throughout history. There is a secret door leading to the stairwell from this room. Treasure here is located under Adventure Log 3.





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PostSubject: Re: Locations of Merata   Fri Aug 12, 2016 12:32 am

Nahuas, the Unbroken Paradise
(Nah-hoo-as)
 
Nahuas, or the Unbroken Paradise, is a vast region of the Qezcahal (Wild Growth) upon Merata. It is the only region that has been in any way explored by non-natives and the home of the currently engaged native populations. There are more regions, far to the north, across the great unexplored jungles, but no non-native has ever been past the Unbroken Paradise. It is rumored that the local legend, Salvana the Ranger, planned to venture beyond the Nahuas and was never seen again.
 
There are sites within the Nahuas of interest to both locals and to non-native alike.
- The Cheowakahl (Old Believers) consider the Nahuas sacred, in particular Mictlan, the Hills of the Dead. They bury their dead heroes and legends here.
- The Hunapu are rumored to come from beyond the north in ancient times, but have taken up residence in many of the more dangerous realms of the Nahuas. They fear Mictlan as they believe a great dead dragon resides there.
- The Kang tribes venerate a god called Xolot Rok (Zo-lot), the King of the Kang, a living god of death who traverses the Nahuas as his kingdom.
 
Rumor spread over the past few decades that a non-native group has begun to take up residence in the Nahuas, defiling its holy sites and profaning the ancient ruins of the Sylvar’rhem. Primarily humanoid and non-native, these groups make it all the more dangerous to come into the Nahuas.
 
Locations Out of Myth and Legend
 
Nahuas is home to a variety of locations, some sacred, some rumored, all dangerous. There is a story of a mountain range where the peaks crash together, a field with a wind that cuts the flesh from the still-living body, and a river of blood where devilish jaguars hunt. The most visited and talked about is Mictlan, the Hills of the Dead, but others exist in some abundance.
 
The Two Caves
In the north of Nahuas are rumored to be two caves, twins of one another where the Lord of Winds (Ektagat) and the Lord of Death (Miqtagat) reside. The two caves are believed to exist on atop the other with Miqtagat living in the lower realm. Ektagat sends out his winds to find the souls on the surface of the world and ushers them into his domain. Miqtagat pulls them down into the darkness of the Underworld and on to their final reward.
 
According to Cheowakahl tales, there are assistants of the two gods, toad-beings who reach into the chaos of the elemental world (Limbo) and collect the ingredients for weather. Here the storms are kept, the winds and mists, rains, thunder and lightning, and set loose upon the world when Ektagat collects his souls. The toads stir the pots and are chained to them as slaves. It is rumored that if ever they reach out into the light of the world the havoc they will bring will bring only death.
 
 
The Caverns of the Worm
There is a spring of boiling water shrouded in mist and clouds. This spring is found in the depths of a great cave illuminated by the fire of the sun on certain high holy days. In the depths of this spring lives a giant worm without a name who eats the earth and fashions the caverns. Its fiery breath and boiling saliva eat away the earth as it crawls below the surface.
 
 
 
Apan, the Growing Lake
In the east of Nahuas is a place known as Apan, the Growing Lake. It is believed not to have a bottom, but instead in its depths it connects with all the waters of other worlds, including the land of the dead. Atgat and Achuat are the twin witches of the waters, a brother and sister of tremendous power. In the depths of Apan are vast cities.
 
 
 
The Godless Forest
In the west is a tremendous thickness of trees and overgrowth sewn together so tight than not a speck of sunlight reaches the black earth. The soil is the richest in the world where anything can grow, but no humanoids live here for fear of the terrors that reside within. It is believed that the legendary Tlalo-Ka makes her home in the heart of the Godless Forest, but she is not the only darkness within its depths.
 
Within the Godless Forest is a roaming hut, spawned out of the dreams of pure evil thousands of years ago. This hut is called the Miqchuah and where it stops, the Ekchuah are spawned. These beings resemble women, but are in fact despicable souls who have escaped the underworld in search of the ruin of all humanoid creatures. They have an especial hatred of humans and elves, specifically the Sylvar’rhem and the Cheowakahl. They consume the souls of women and inhabit their bodies to lure illicit lovers to their doom.
 
 
Mictlan - The Hills of the Dead
Mictlan is the most visited location in the Unbroken Paradise and is the source of the rumors of non-native humanoids (Elemental Cults) taking up residence in Sylvar’rhem ruins. The jungle here rises and falls with tremendous hills and is broken up by windswept badlands and sparsely covered plains. Many of the hills have exposed rock faces and steep escarpments while abutting vibrant jungles and overgrowth. The Dessarin River bisects the hills and spawns countless tiny streams and hidden springs. Its waters wind down south, pass Port Town, and connect to the Wicked Sea.
 
All the native tribes use Mictlan for its religious nature, but also for its abundance of life and resources. Good hunting and rich quarries can be found here in equal measure and the ruins of the Sylvar’rhem and their dwarven allies dot the landscape throughout.
 
Yuacta is the southernmost fortification of the Hills of the Dead and resides over the depths of the Emerald Dwarven home of Wave Echo Cave.

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PostSubject: Re: Locations of Merata   Mon Sep 05, 2016 2:17 pm


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PostSubject: Re: Locations of Merata   Thu Sep 29, 2016 7:13 pm

PORT TOWN, CITY AT THE EDGE
 
Size [City]:  Population is in flux, but generally sits around 9,000+ people in the entire metropolitan area (all districts included).
Government:  Plutocracy*(ruling Merchant Council) oversees each of the major areas of mercantile influence. Each district chooses (or has chosen) its own district ruler (typically called a Mayor) who report to the more powerful Merchant Council. Currently, Admiral Ferra Aquillon functions as a dictator with the title of Governor of Port Town. The government of the town is still very much in a chaotic flux with numerous entities seeking personal power.
Defense: Each district has its own working militia, some more noteworthy than others. The wealthy merchants of the High Homes actually purchase quality mercenaries and defenders which are military minded. The City Watch is overseen by the chaotic Merchant Council and technically serves the entire city, though they are rarely seen in the poorer areas. The Knights of the Stone shore actively function as an investigatory force for any interactions relating to the Temple district. The Crushing Wave (Water Cult) have taken over defenses of the port. Finally, the Merchant Council has worked in secret to create a contract to hire the (in)famous Black Company mercenaries to help defend the town and serve its military interests.
Commerce: Port Town has long been the sole source of exports from Merata and imports from mainland cities such as Charm. As such, the city can support almost any goods or services found in a major city and has numerous inns and taverns to support travelers.
Organizations: A multitude of temples, guilds, and other organizations exist in Port Town, all of which vie for power in the fledgling city. See below for further details.
 

 
Example of a Crescent Dock - not a depiction of Port Town, but a general idea


HISTORY AND BACKGROUND

Port Town is only major city on the coast of Merata. It is home to the thousands of explorers, merchants, refugees, and criminals sent from the mainland of Rhetaea.

It is also an unrepentant chaotic mess.  
 
The history of Port Town is known best by the recent history of the island of Merata. When the jungle island came out of the mists more than a century prior it was first discovered by a pirate ship in search of a hidden port. Word spread quickly of this fabulous new land full of valuable resources and fantastic wealth. The world whispered at the rumor, merchants clamored to take advantage, and sages worldwide whispered at the portents.
 
The Lich Renwick did more than whisper. A philosophical soul, Renwick spent his centuries contemplating the truest mysteries of the universe. He used his immortality not for dominance, but for knowledge. When Merata revealed herself, Renwick could not help but desire to know more.
 
Renwick transported himself magically to the shores of what would become Port Town and stood in awe. Though the Qezcahal, true to its name, had overgrowth much of the land, it was obvious a lost civilization once stood here. What would become known later as the Temple District of Port Town stood proud as the first Sylvar’rhem ruins revealed?
 
Fast forward a few decades and Port Town took on new life. The fledgling city served as the most accessible route into the island from the ocean. It developed organically, but all the competing forces which sought to take Merata’s treasures for themselves overwhelmed the tiny port. Additionally, the native human Cheowakahl tribes combined with the Kang apes, the Hunapu lizards, and the other monstrous beasts of the Wild Growth to threaten any chance of civilization. It seemed that the experiment of Port Town was doomed to failure.
 
The Knights of the Stone Shore
Hundreds of veteran warriors were hired to defend the enterprising merchants and explorers and to beat back the dangers of the jungle. Of these, one man in particular stood out from the rest. His name was Samular and he was a knight with unusual curiosity. The pyramids first discovered by Renwick remained the central focus of the fledgling city, but few ventured into their dark depths. The Sylvar’rhem left disastrous and deadly traps blocking outsiders and plunderers.
 
But Samular discovered that someone had bypassed the ancient locks in one of the pyramids. The Knight wandered through the dangerous district in search of any sign of treasure he might use to help further his cause. He hit upon an illusion meant to appear as a locked door, but bypassed the magic with a keen mind. Without a thought, he went into the pyramid and it was not long before he discovered the hidden chambers of the lich, Renwick.
 
Why Renwick did not simply slay Samular, none would ever discover. Instead, the wizened wizard took to the man. The duo spent long nights from that day forward discussing the island and its strange discovery. Samular explained the dire straits the city of Port Town was in and the necessity for someone to bring order to the chaos. The lich made a deal with Samular – if the knight would keep explorers from disturbing him in the land known by locals as Mictlan, Renwick would aid Port Town with the might of his magic.
 
A deal was struck and the future of Port Town set in motion. Renwick came forth from the temple and left it clear of magical traps. Without speaking to a soul, the lich used his mighty magic and laid low to the destructive reefs which made up the Broken Smile. He shaped and reshaped until the Crescent Ports were born. Renwick made it clear to the citizens of the town he expected Samular to lead them and protect them. With but a word, he ripped open the mountainside that would become the caves, clear cut the region that would become the Farms, and performed more miracles before departing.
 
Samular, the Knight of the Stone Shore, took up command of the town and would remain in control for years to come. As time went on and the merchant council grew increasingly certain they would never see Renwick again, a plot was devised to wrest control of the city from the military defenders. Samular was assassinated in his sleep and the oligarchy was born.
 
*****
 
In recent years, Port Town has become a dumping grounds for cities like Charm, Nexus of the World and other locales. They send their merchants and explorers, of course, but in addition they load up the unwanted criminals from their overflowing prisons and toss them to the shore. Rare objects and materials are exported from Merata while every day more undesirables are imported.
 
Most of the city is surrounded by either a well-built stone wall or a spiked fortification crafted from the local trees. It operates as a violent and chaotic frontier town at the best of times. 
 
 
DISTRICTS & NOTABLE LOCATIONS
 

  • The Caves
  • The Crescent (Port East/Port West) and the Shieldwater
  • Dockside
  • The Farms
  • The Low District
  • The High Homes
  • The Market
  • Native District
  • Red Larch District
  • The Temple District
  • Warehouse District

 
The history of Port Town is divided into parts spread out over time and purpose. The majority of the districts began as small, individual villages and towns that chose to form nearby the magically crafted port (Port East/Port West). A few locations arose out of necessity and purpose (The Farms and the Caves) where others were carefully cultivated and guided into creation by the ruling elite (The High Homes, The Low District, the Market).
 
Listed below are the basic details of each district and the type of people living there. This information is by no means exhaustive and can be expanded by the DM and the Players as needed throughout the game.
 


The Caves
The Caves of Port Town are what originally attracted settlers to this particular portion of the shoreline. Iron and gold, electrum, gems, and adamantine were all discovered in great measure within these caves and a rush of miners poured in to claim their wealth. Over the decades, the mines have been heavily depleted and due to their poor construction, many have collapsed. Once other mines and wealth were discovered in the Qezcahal, most of the mines were abandoned. The cavern and tunnel ridden domain was a natural fit for those who did not wish to be found. Numerous criminal enterprises function from out of the Caves and it is the single-most raided location by the Bound Knights. Unfortunately for any hunters, those who know the caves inner-workings can find bolt holes and tunnels which will lead them to safety at the drop of a hat.
 
The Cave are located on the western portion of Port Town. The tremendous cliffs protect the town’s eastern border and serve as an easy dumping grounds for the poorest and most dangerous members of the city. Some wealth still resides within, but more than a few enterprising miners have found nothing but their deaths within this dangerous domain.
Notable Locations: Various mini-villages ruled over by the strongest and most dangerous.
NPCs: The Kissers, a notable thieves’ guild comprised mostly of abandoned children, operates out of the Caves.
 
The Crescent (Port East/Port West) and the Shieldwater
The Shieldwater formed when Renwick used his potent magic to craft the twin arms of protection which now guard the bay. Port East and Port West are made up of magically summoned stone risen from the depths of the deep bay of Shieldwater. Each are wide enough for a major roadway to form down their centers. An entire village worth of merchants, inns, taverns, and homes exist on each arm. The inner portions stretch out into the Shieldwater with dozens of docks and ports. The outer portions face the great sea with jagged, spiked walls and magically formed reefs which prevent deep-keeled ships from getting close. Only the central opening of the Shieldwater is clear making it easy to manage incoming and outgoing traffic. This opening is large enough for two ships at a time, but has a deep spiked chain which can be raised to prevent incoming traffic from both sides.
Notable Locations: The Captain’s Daughter (tavern and house of ill repute)
NPCs: Dockmasters serve the Portmaster and collect taxes from incoming ships. Press gangs from the City Watch force any criminals found here to serve as loadmasters as part of their punishment.

 
Dockside
Less a district and more a naturally formed location, Dockside comprises the entire southern portion of the city which abuts Shieldwater (the protected bay). There is no mayor and though the City Watch is often seen here, those who serve here are the most corrupt members of the local militia. Everything that can be found at a mainland port can be found here from taverns to inns, houses of entertainment and ill repute, exotic and illegal merchants, and of course, sailors of all stripes. The only controlled portion of Dockside is at its center where the Portmaster’s Lighthouse stretches out into the Shieldwater.
Notables Locations: The Lighthouse (rises up prominently from the stone dock which juts out into the Shieldwater and provides protection from the regular fogs for ships).
NPCs: The Portmaster (appointed by the merchant council; oversees and manages all ship travel and collects taxes from ship captains).
 
The Farms
This district naturally formed when the entire zone was clear-cut for lumber to build other districts. The soil left behind was rich beyond the wildest dreams of any mainland farmer. A tributary of the Dessarin River called the Spring of Life flows through its northern borders and enterprising agricultural experts have used numerous irrigation techniques to ensure the rich water flows throughout the entire district. There are farmers of all stripes living here growing anything the warm, tropical climate will allow.
 
The Farms supply nearly all of the food in the town and is home to numerous private vineyards of the camusin berry. They are naturally protected by the sizable flow of the Dessarin River to the west, the Spring of Life to the north, the cliffs of the High Homes to the south, and the Market and Temple districts to the east. Nonetheless, a militia of well-trained farmers also patrols the domain under the watchful eye of the district’s mayor and the Knights of the Stone Shore make it their duty to regularly patrol with their mounted soldiers.
Noteworthy Locations: Farms, vineyards, basic services of a village, and The Watery (This inn and entertainment house used to have a longer name, but a fire burned away half the sign. Locals now simply refer to it as the Watery and supply their own noun as drink inspires).
NPCs: The Mayor, Captain of the Militia, farmer’s council
 
The High Homes
The land upon which the High Homes reside rose up out of the earth as a result of Renwick’s magical reshaping of the land. This district sits atop a large plateau with dangerous cliffs that drop away on the western and northern borders. A switchback trail exists on the northern border down into the Farms, but the only major road leads down into the Market and Dockside. Because of the natural terrain advantages, this wealthy district is perhaps the most defensible (and desirable) location in the city of Port Town.
 
Only the wealthiest merchants and high society can afford the sprawling villas and estates located here. The ruling plutocracy of the Merchant Class and anyone lucky enough to have arrived on Merata with most of their wealth intact spend their days in the cultivated jungle, parks, and manor houses on the High Homes. Each of the estates pays for their own personal protection to ensure loyalty and neither the City Watch nor the Knights of the Stone Shore are typically seen here.
Noteworthy Locations: Wealthy Estates, tended parks of cultivated jungle, houses of entertainment (The Mythic – a theater and bardic college), and others.
NPCs: Most of the ruling Merchant Council lives here (see Factions & NPCs below) as well as anyone rich enough to afford an estate. Admiral Aquillon has been given an estate, but is rarely seen here.
 
The Low District
This district is one of the few “planned” portions of the city. As the ruling plutocracy began to formalize the various villages into a single, larger city they realized the overwhelming need for homes for the less-wealthy class. They saw the danger forming out of the Caves and realized that if they did not organize a district, one would naturally form out of their control. Thus, the Low district (also called the Low, or the Low Homes) was formed.
 
Most of the citizens of the Low work in the Farms to the south under the various farming masters. Some work at the edges of the Temple district to the southeast cutting back the wild growth of plants which threatens always to overrun the other domains. Some fish in the Iron River to its north. More than half of the citizens here work various jobs throughout the rest of Port Town. Because of the time required to travel the city and the hard days and long hours, there is little room for high forms of entertainment to be had here. The Low is also one of the few districts in the town with few defenses from an outside attack, instead relying on its neighbors and watery borders to protect it.
Noteworthy Locations: The Tannery (northern edge, specifically focuses on the strange hides of dinosaurs and jungle beasts).
NPCs: The Highest of the Low (Mayor of the district).
 
The Market
Most of the significant wealth coming into Port Town flows right back out across the [named] Sea to Charm, Nexus of the World, the Jeweled Cities, and the rest of Rhetaea. As the various villages that make up Port Town began to collect together into the city proper, however, the ruling Merchant Council understood a need for the city to have its own Market. The most logical location was the center of the city, but at the time it existed as a huge, boggy marsh and dumping grounds. The plutocracy reached out to the arcane power of the Frontiersmen (see Factions & NPCs) who were handsomely paid to reshape the land. The marsh became hard, flat earth with well-defined roads and sub-districts. This in turn sprawled out into the Market, a chaotic domain where anything collected from the Qezcahal and Merata’s ruins can be purchased for a price.
Noteworthy Locations: Nearly anything can be purchased in the Market. All major imports from the mainland come here and all exports out of the jungle wind up in this district at some point. The City Center (fortified estate which serves as housing for the City Watch).
NPCs: The Criers (local defense that serves double-duty as announcers of major market events). Captain of the City Watch.
 
Native District
This the newest district of Port Town, formed not out want, but of dire necessity. Since the inception of the city, the local Cheowakahl and other tribes have been displaced from the regions around Port Town. In the past year, it has become far worse. The Cult of the Eternal Flame has been on a rampage, attacking village after village, collecting slaves and destroying the local tribes. Some of these fled to the coast where they wandered the city of Port Town in small groups and established ghettos and slums.
 
In time, the ruling merchant council decided that these vagrants and unwanted natives were problematic. Unable to simply remove the problem, they chose to establish a new home for all incoming natives to include the human Cheowakahl, the lizardfolk and dragonborn Hunapu, and the rare Kang apes. They placed this “Native District” between the Red Larch and the Irons inside a remnant forest that has been nearly clear-cut out of existence.
 
This district is dominated by the wayward Cheowakahl and recently has begun to coalesce behind the unifying rumors spread by the “Feathered Prophet.”
Noteworthy Locations: The New Growth (a fresh grove of jungle trees grown at the heart of the district where the Cheowakahl and other natives are attempting to rebuild).
NPCs: The Feathered Prophet. Tribal elders.
 
Red Larch District
Special. See Red Larch section below.
 
The players will come here into Port Town because it has an easy access to the road leading to Salvana’s Oasis and still functions in its own autonomy. It is the most likely place to welcome the PCs when they arrive.
 
Other reasons will present themselves as we enter play in the city.

 
The Temple District
Even in the midst of civilization, the Wild Growth of Merata grows strong. Here, at the heart of the city, is a massive overgrowth of jungle surrounding dozens of smaller pyramids around the largest at its heart. This is where Renwick originally sought the knowledge of Merata. When he abandoned the location, he left the primary temple open and the ruling merchants poured in, ready to clear out the rest. Unfortunately, magical traps, wards, and protector creatures were left behind by the Sylvar’rhem in ancient days and have prevented most of the Temple District from being explored and cleared. On occasion, strange fey creatures will come out of the Temple district to harass the surrounding city.
Noteworthy Locations: The primary temple (see other notes and fill this in)
NPCs: Ruling council members. Knights of the Stone Shore
 
Warehouse District
The Warehouse district is a sprawling mass of storehouses overseen by the ruling merchants of Port Town. This region is heavily patrolled by both the City Watch and the Knights of the Stone Shore, the latter of which have a tremendous barracks and stables here. Most of the warehouses are owned by one of the ruling council, but some few are for rent (by the Master of Storage). Each warehouse has a second-story where minor functionaries and defenders can oversee the day-to-day activities. There is no shortage of inns, minor markets, and taverns within the district and the activities of a small village take place within.
 
The district abuts the Caves to the east, Dockside to the south, and the Market to the west. A major roadway to the Red Larch district exists to the north. Despite the natural protection these surroundings provide, the wealth within the Warehouses attract the worst kinds of criminals from its neighboring domains and is a regular site for heavy crime.
Notable Locations: Warehouses. Barracks for the City Watch and the Knights of the Stone Shore.
NPCs: Master of the Warehouses (mayor appointed by the merchant council).
 
 
NEARBY LOCATIONS
The following are near Port Town, but not necessarily part of it.
 
Fishing Villages
Numerous small fishing villages exist around the edges of Port Town in both directions. Most of these villages are self-sufficient and make their money by supplying Port Town proper with a heavy diet from the sea.


 
The Irons
When Merata first revealed itself it was a curiosity and received hordes of interested adventurers and frontier settlers. As it revealed itself and mainlanders understood its dangers, the cost to support pilgrims to the island became too extravagant for most. However, the difficulty of leaving the island struck many cities (specifically Charm) as a perfect dumping grounds for their unwanted criminals. Many of these individuals journeyed out into the Wild Growth never to be seen again. Others chose to remain in Port Town, converted from their “evil ways.” A notable chunk took advantage of the distant land and newfound lease on life to setup shop and resume their criminal enterprises.
 
For Gahstellan the Lawkeeper, this would not do. A former paladin with a rigid view of right and wrong, Gahstellan was cast from the service of Zadra, the Living Goddess along with his most loyal retainers. When he arrived in Port Town he could not stand the filth and chaos the city represented and immediately moved north into the Qezcahal. There, he and his Bound Knights discovered a tremendous black tower with a network of caves beneath. They later discovered that this used to serve as a defensive tower of the Duava’rhem (dark elves) and claimed it as their own.
 
Gahstellan looked down from his tower, a man with a small army lacking purpose, and understood what he must do. The Bound Knights drew up a charter and presented it to the ruling merchants of Port Town. It stated simply that Gahstellan and his soldiers would resume their former calling. They would seek out any and all criminals upon Merata and issue them “due justice.” Since then, the Iron Tower (or the Irons as most call it) has become a prison for minor criminals and an execution ground for those who have committed atrocities. Gahstellan and his Bound Knights regularly patrol Port Town seeking out these individuals, clap them in iron manacles, and return them to the Tower. The worst criminals are executed by the paladin himself.
 
Rivergaard Keep
Rivergaard Keep was a first attempt by the early settlers to establish a fortified town. Located at the mouth of one of the marshy tributaries of the Dessarin River as it meets the ocean, Rivergaard used river barges and skiffs to patrol its region. Unfortunately for the early settlers, their defense did not last long. Few in Port Town know what darkness overtook Rivergaard, but less than a decade after it was formed no living thing remained within. As the city was formed and settlers no longer needed to live near the keep, Rivergaard was forgotten. Every few months an enterprising band of adventurers or explorers will set out to reclaim this river domain as their own. As yet, not one has returned.
 


The Stone Leviathan
A natural reaction to the creation of the Irons was a mass exodus of criminals in the city into the Caves and to the outskirts of the town. A few enterprising ship captains, themselves wanted pirates under threat by Gahstellan, discovered a strange landmark on the stony shore to the east of Port Town. A tremendous leviathan was found beached and turned to stone by some dark magic. The pirate captains began to reshape it into a covered cove and small city in and of itself. The port is hidden, difficult to reach by land and sea and heavily protected by the alliance of captains who have hired spellcasters to enhance its protection.
 
The group that resides here calls itself the Unwanted and stands in direct opposition to Gahstellan the Lawkeeper and his Bound Knights.
 
 
FACTIONS & NPCs
 
The following are the major Factions of Port Town with their leadership in parentheses where they have been created. In some cases, the DM has not yet had the chance to create the NPCs. They will be made up as needed.
 

  • The Black Company (Lieutenant Tolic)
  • The Bound Knights (Gahstellan the Lawkeeper)
  • Cheowakahl Natives (The Feathered Prophet)
  • The City Watch (have not yet created NPC leader)
  • The Company of Gold (Ral Rahston)
  • The Crushing Wave (Admiral Ferra Aquillon, Governor; Water Cult)
  • The Frontiersmen (no official leader)
  • The Kissers (Unknown in game)
  • The Knights of the Stone Shore (have not yet created NPC leader)
  • The Lords of Qezcahal (Tyrant)
  • The Merchant Council (multiple)
  • Priests of Port Town (known only within their organization)
  • The Qezcahal Colleges (not yet created NPCs)
  • The Unwanted (Ship Captains)
  • Vikra Ex (No official leadership)

 
 
The Black Company (Lieutenant Tolic)
After Admiral Ferra Aquillon took control of Port Town as dictatorial Governor, the Merchant Council met in secret and hit upon a plan. With the vast wealthy between them and faced with a very real threat to the future of their existence in both the Elemental Cult and Salvana’s Oasis, they sought out assistance. They used sending and various informants and contacts on mainland Rhetaea to reach out to the ever-growing Black Company. They made a request for an envoy of that (in)famous mercenary band.
 
Lieutenant Tolic boarded the Red Raven with 50 specialized mercenaries plus a few dozen men-at-arms, hangers-on, and servants. They arrived a few months into the Admiral’s conquest and are currently in the final stages of formalizing a contract with the Merchant Council. It has taken a great deal of time due to the constant bickering and in-fighting between the Council.
Organization. Military rank-and-file with Lieutenant Tolic as their commander. He once served with Agrykos and their specialty involved engaging with an enemy before a battle to either set them at ease (de-escalation) or to send them into a rage (escalation). Tolic is known to be of exceptional insight and possesses a keen mine for detail. Most of the Black Company are veterans, spies, and scouts, with a few assassins and mages to round out their numbers. Tolic himself is a cleric (war) with a heavy focus on combat.
 
The Bound Knights (Gahstellan the Lawkeeper)
See the Irons above.
Organization. Militaristic force led by Gahstellan the Lawkeeper. Rigid structure of Knights, bannermen, and squires. Most of the members are Knights with bannermen and squires often modified Guards. Some select few hold positions as paladins.
 
Cheowakahl Natives (The Feathered Prophet)
See the Native district.
 
The City Watch (Not yet created by DM)
The City Watch is overseen by a Watch Commander appointed by a vote of the ruling merchant council. The Watch hires locals of the city and foreigners, but rarely takes on native Hunapu or Cheowakahl as there is a natural distrust between the groups. The Watch is broken up by assignments to each district which rarely rotate. However, as members make a name for themselves they are often able to shift districts or positions. As punishment, certain others are moved out of preferred jobs (the High Homes and Dockside are the most popular; the former for its safety and ease, the latter for the profit of corruption).
Organization. The Watch Commander is always a skilled warrior (currently a human fighter (battle master). The majority of the watch is made up of Guards and Thugs depending on the district, each led by Veterans.
 
The Company of Gold (Ral Rahston)
This is the single largest merchant force not connected to the ruling plutocracy of Port Town. From the Barrowlands of mainland Rhetaea, the Company of Gold takes its name from an historic organization, one of the famous legions of the lost Empire of Caanan. Their vast wealth and connections to merchants across Rhetaea grants them autonomy that the ruling merchant council despises. The Company of Gold regularly protects merchants outside of the Council (for a price) and functions as the only major financial opponent to a full monopoly.
Organization. Led by Ral Rahston (Rogue/Mastermind), a brilliant merchant, well-liked by the local populace.
 
The Crushing Wave (Admiral Ferra Aquillon, Governor; Water Cult)
The water cult recently shifted from a distant threat to a powerhouse when Captain Ferra took command in a brutal civil war from Gar Shatterkeel. Ferra made a deal with the sea devils (sahuagin) and other monstrous creatures within the cult. She then released the power of an orb of devastation upon Port Town. The ensuing hurricanes and floods allowed her to seize control of Dockside and the twin arms of Port East/Port West. After the battles, the ruling merchant council realized it must capitulate to her demands and offered her the previously non-existent position of Governor of Port Town.
 
The humanoid element of the Crushing Wave have taken over most of Dockside while all of Port West is now occupied by the cult and the sea devils alike. Port East has been left for the locals, but there is a full blockade of ships outside the protective Shieldwater preventing any and all traffic in and out without the Admiral’s permission. Monstrous sea creatures and sharks bolster the humanoid element of the cult and it seems that Admiral Aquillon is working toward some dark purpose to gain total control.
Organization. Admiral Ferra Aquillon rules as the Prophet of Water
 
The Frontiersmen (no official leadership)
A collection of spellcasters of all types have formed together to gain power from union. Primarily made up of hedge wizards and sorcerers, the Frontiersmen welcome any and all new members who will abide by their rules. They operate out of one of the few reclaimed pyramids in the Temple district and offer their magical services to the city. Few have any power of note and most make their living from minor spells and cantrips useful to the city proper. Certain individuals in their leadership hire out to adventurers and explorers to go into the Qezcahal or the unclaimed pyramids of the Temple district itself.
Organization. The Frontiersmen are one of the only democratic entities in Port Town. They operate without formal leadership and instead meet once a month to discuss policy. The most powerful are deferred to, but any changes or writs are put up for a vote. Their charter serves mainly to restrict pricing and the type of magic offered. Primarily made up of mages of all ranks (mostly lower CR) with a few scattered archmages.
 
The Kissers (unknown in game)
Port Town has more than its fair share of criminals and thieves, but few are as well organized as the Kissers. Originally just a group of orphans and stolen children, they were organized into a noteworthy faction less than a year back by a mysterious leader. This large gang makes its home deep within the sturdiest domains of the Caves. A few venture down into the mines on a regular basis to find bits of gold or gems, but most spend their days begging in the Market or Dockside. Made up of small groups of young children, each group of the Kissers are ruled over by older and dangerous teenagers. These graduate eventually to true title of Kissers trained by their mysterious leader.
 
The people of Port Town assume the Kissers take their name from the “Kiss of Death” left behind when they choose to target someone for rare assassination. This “Kiss” is a wide garroted smile cut open at the neck.
Organization. Led by their “mysterious leader” referred to by the guild members simply as “The Boss.” Most of the members are commoners and thugs with the upper crust led by bandits and spies. More than one assassin serves in this group as well.
 
The Knights of the Stone Shore (have not yet created NPC leader)
See beginning history of the city of Port Town above. After their fall from grace, the Knights of the Stone Shore were relegated solely to the defense of the Temple district. In time, this purpose expanded to include investigation of any unusual activity which appeared connected to that domain. In practice, the Knights are a small organization which trains together to stand against aggression against their city. They constantly but heads with the local City Watch over jurisdiction, but are favored by a few of the more honorable Merchant lords.
Organization. Knights, veterans, and guards.
 
The Lords of Qezcahal (Tyrant)
Upon arrival in Port Town, the former City Watch Commander of Charm, Nexus of the World, saw a power vacuum and seized upon the opportunity. Saved from the capsizing Yellow King by the party, Tyrant was inspired by the actions of those adventurers and began to seek out likeminded folk in Port Town. Tyrant reached out to generally good or neutral aligned adventures (though some others have been included) and forged a Charter. They primarily serve to aid one another in exploration of Merata and its Wild Growth. Those who remain in the city have created a network of informants, spies, and contacts to buy and sell items of value.
Organization. The Lords of Qezcahal are all bound by Charter to aid and protect one another and offer each other succor and first chance to trade and purchase items of power. They are led by Tyrant, the Guildmaster, but are otherwise very chaotic in their organization. Jiorden Kaster (Cleric/Knowledge, human) serves as the second-in-command). Rakara the Bard serves as the official spokesperson of the group.
 
The Merchant Council
Until recently, Port Town was ruled by a plutocracy of merchants who divvied up all commerce on Merata between them. Most of these merchants came from Charm, Nexus of the World, and immediately banded together to force out and keep out any other major economic powers (such as those out of the Jeweled Cities and the Company of Gold).  Each member of the council stands supreme over their domain and has full rights to utterly destroy anyone who treads into their market share. All of the factions vie for power against the others, but generally put forth a unified front against outsider factions. Unfortunately, even a unified council will have its faults and flaws and over the years the infighting and bickering have led to a weakening of their central power.
Organization. Most of the merchants function as nobles and spies. Nearly every aspect of commerce is represented on the council, though some factions are more powerful than others. Below are a few of the key Guilds, but there are others of far less note and greater specialty.
 
DM Note: In lieu of creating a number of NPCs that may never show up in the game I have chosen to use the NPC creation tables in the DMG to create the “ideas” listed below. We will flesh them out as needed in the game.
 
The Builders’ Guild.
Operated by siblings named Asdan and Thorsk Thelorn. Asdan Thelorn lives in the High Homes while her brother Thorsk Thelorn operates out of Red Larch. Thorsk is a tall and burly commoner (see Red Larch below for more). Asdan is a female human (class unknown) with a nervous eye twitch. She is spiritual, sickly, and an expert juggler. She chews on camusin leaves on a regular basis. She is Lawful Evil with a focus on justice and domination. She is loyal to a benefactor and in possession of a forbidden lore.
 
The Butchers’ and Tanners’ Guild.
Operated by Ulhro Luruth out of Red Larch (see below) in a business called Luruth’s Tannery. Ulhro is a male half-orc, exceptionally ugly and strong as an ox. He is clumsy, knows the thieves’ cant, hums old sea shanties to himself, and is quick to anger. He is Lawful Neutral with a focus on logic and balance. Ulhro is loyal to two competing benefactors which draws out his hidden rage when they conflict.
 
The Farmers’ Guild.
Operated by [Name] out of The Farms. [Name] is a youthful male halfling of exceptional beauty. He is lithe of body and a little slow of mind. He speaks nearly all of the native languages and can be seen biting his fingernails when nervous. He is curious to a fault and of Chaotic Neutral alignment with a focus on independence and “staying out of other’s business.” He is secretly a servant of one of the other Merchant Council members and has a scandalous history.
 
The Markets Guild.
Operated by [Name] out of the Market. [Name] is a male human with silvery hair, unusually bright. He is brawny and puts on an air of being dim-witted. He sings beautifully and is often seen staring into the distance, looking out to see with a longing look. He is Neutral Good with a focus on redemption and respect. He has been captivated by a romantic interest and is in possession of a forbidden lore.
 
[Name] focuses on the export of exotic goods from Sylvar’rhem and holds a great deal of power in Port Town. He is heavily connected to the Tarnlar family in Red Larch.
 
The Livestock Guild.
Operated by Nahaeliya Drouth out of Drouth Fine Meats in Red Larch. She is an elderly female human with a ramrod straight posture. She is remarkably strong, likely from magic, and hard-set on her own way of thinking. She is known for her unbelievable luck and colorful exclamations and rude behavior. She is Chaotic Neutral with a focus on creativity and a “live and let live” attitude. She is loyal only to her family, but possesses an overpowering greed.
 
The Miners’ Guild.
Operated by Elak Dornen who runs Dornen Finestone out of the Red Larch District. Elak is a female human from the Far North (Atwood Academy). She has a distinctive nose, graceful body, and a consistent cough. She used to be a skilled dancer, but spends most of her exercise these days pacing and blustering with the arrogance only an elderly woman can possess. She is Lawful Evil with a focus on fairness in deals and retribution for those who cheat her. Gaining power in Port Town is an extension of a lifelong goal to make her House truly noble.
 
The Sailors’ Guild.
Operated by [Name] out of the Dockside. [Name] is a middle-aged male Tiefling with wickedly sharp deer antlers and a greenish tint to his skin. His body is perfectly smooth, lacking hair. He is a natural leader, inspiring to his sailors if somewhat absentminded. He has a near-perfect memory and a powerful stutter when angry or nervous. He is Chaotic Good with a focus on no limitations and increase of self-knowledge. He has been drawn to Merata by its exotic allure and hides a shameful history.
 
[Name] and the Portmaster are closely connected in business.
 
The Shippers’ Guild.
Operated by [Name] out of the Warehouse District. The name is somewhat of a misnomer as the guild focuses on storage of shipped imports and exports and not the actual travel. [Name] is a young male human from Zadra’s Realm. He has a wicked crescent moon birthmark on his neck, the color of dried blood. He possesses a natural inquisitiveness, pale skin, and plays the viol as only a bard could. He has so much energy that even while standing still he can be seen tap-tap-tapping his fingers on anything nearby. He is Lawful Neutral with a heavy focus on community. He came to Port Town for revenge and possesses a very specific phobia.
 
The Soldiers’ Guild.
Operated by [Name] out of the Temple District. [Name] is a female human, always seen in the formal attire of a high-ranking soldier. She is learned, though somewhat oblivious to topics outside of her specialized domain. She is always seen with a flock of young warriors in training and is great with children. Because of her heavy accent (she is from the Barrowlands), she enunciates overly clearly. When drunk (often) she becomes quite blustery. She is Chaotic Evil with a focus on whimsy and domination in equal measure. She is protective of her “children” and has a powerful enemy on Merata.
 
The Stonemasons’ Guild.
Operated by [Name] out of the Caves. [Name] is a female chaos elf (Kaovish’rhem) of indeterminate age. She wears razor-sharp diamonds, emeralds, and other gems of multiple hues. She is a charismatic leader, scrawny of body, but impossibly stout of body. She can drink anyone under the table. She is always seen with a string of hair at her belt, the collected cut-off beards of her enemies. She is quiet and perceptive. She is Chaotic Neutral with a focus on constant change and glory. She is dedicated to a personal goal of taking command of one of the great Sylvar’rhem Temples in the Temple District and is just arrogant enough to succeed.
 
The Unnamed Guild. 
Operated by Albaeri Mellikho out of the Mellikho’s Stoneworks in Red Larch. Few outside of the Merchant Council understand what Mellikho’s true work entails, but all know that when you want something you can get nowhere else, you go to Albaeri. She is a female dwarf (of the Bronze Clan) with a jagged scar that splits her lips. She is persuasive, though somewhat fumbling. Known for her remarkable paintings and quiet demeanor, she frequently uses the wrong words when trying to explain difficult concepts. She is True Neutral with a focus on establishing a True Nation on Merata. She enjoys decadent pleasures.
 
The Vintners’ Guild. 
Operated by [Name] out of the High Homes. [Name] is a male human from the Jeweled Cities (Beryl) with missing teeth and a hardy look. He speaks numerous foreign languages and enjoys a good pun and silly joke. He is Lawful Good, honest to a fault, and focuses on tradition and self-sacrifice. He is excited to be in Port Town because of his love of the camusin berry and delights in finding new versions of the berry. He is susceptible to a good romance story.
 
Priests of Port Town (known only within their organization)
There are no official temples in Port Town save the ancient Sylvar’rhem ruins in the Temple district. Despite this, numerous faiths from the mainland and the native population alike are scattered about the city in haphazard fashion. Most operate solely out of their own districts, though a few take it upon themselves to offer alms to those in need elsewhere.
 
One small faction has gained power after being recognized by the merchant council. Led by Berek the Indomitable (Dwarf, Cleric/War), this faction petitioned and received the sole right to oversee judgment and criminal matters of the city. Referred to as Judges, they serve as wandering magistrates dispensing city justice. They are often seen alongside the City Watch and it is a poorly kept secret that Berek hopes to obtain greater power through his actions.
Organization. Priest and Acolytes
 
The Qezcahal Colleges (not yet created NPCs)
As with any edge civilization, Merata has its fair share of bards and storytellers seeking to make a name for themselves by living at the frontier. Most of these individuals operated entirely on their own, but as Port Town grew larger they began to see the value in coming together to share their knowledge. There are two major “bardic colleges” in Port Town, each focused on a different aspect of life in the jungle.

  • The Mythic: A theater in the High Homes dedicated to the collection of all knowledge coming out of the jungle. The Mythic is also home to most of the “higher entertainers” from the mainland of Rhetaea who seek to take advantage of the vast wealth coming from the jungle.


  • The Dragon’s Deadly Gas: A tavern and inn of enormous proportions, the sign for the Dragon is painted with an overweight green dragon, its breath weapon coming out the wrong end. It is located at the border between the Market and the Farms. The bards and entertainers here are far more “down to earth” than their cousins at the Mythic and their art and information gathering tends to focus on the common man, explorers returning from the jungle, and the underworld elements of Port Town.

 
It is rumored that the Mythic houses a treasure trove of magical items taken from Sylvar’rhem ruins. The most noteworthy is a magical lyre used at rare times to help in construction of portions of the city.
 
The Unwanted (Ship Captains)
North of Port Town (Red Larch), criminals and pirates band together, cast-offs from foreign nations who have survived the trip across the violent sea and hope to forge a compact. Their community is difficult to reach and hidden by a tremendous beached stone whale called the Beached Leviathan. They have a small town formed from the parts of broken ships which stretches out into a man-made archipelago of connected docks, small ships, and rock formations.
 
They have no formal leader, but instead use a sort of council of the various gangs to work a truce. Slowly building a population of fishermen, sailors, scavengers, and oyster (and pearl) farmers that will create workable trade if allowed to thrive. This alliance of criminals and ship captains here barely serve with one another and exist in chaotic collection. Without the mutual hatred and need of protection from Gahstellan, the Bound Knights, and now the Crushing Wave, this alliance would fall apart.
Organization. Council of Ship Captains. Primarily comprised of sailor versions of bandits and bandit captains.
 
Vikra Ex (No official leadership)
Vikra Ex is a group of explorers and self-professed “native-lovers” who seek to understand the island without stripping it of its resources. They are having very little luck. They are made up mostly of nobles and various wealthy merchants and tend to hire out adventurers to be guides.

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PostSubject: Re: Locations of Merata   Thu Sep 29, 2016 7:30 pm

SPECIAL:Red Larch District

DM Note:
Red Larch is where we will start in Port Town.

 
Named for a distinctive stand of red larch trees that were cut down when this hamlet was founded, Red Larch became a settlement in the first place thanks to a drinkable spring from the Dessarin River that fed a sizable pond idea for watering horses, oxen, and pack mules. A few groves of the red larch trees still stand throughout and around the town, prized for their remarkable sturdiness and beauty.
 
In recent years, new quarries have been opened on the northwestern edge of town. So far these have yielded up great slabs of beautiful marble prized on the mainland of Rhetaea for facing large new buildings and repairing older edifices. Red Larch is the center for the Mining and Stonemason merchant lords and serves as the chief domain of stonecutters in the city.
 
Banditry is on the rise, especially to the west of town, and the weather in the region has become more severe and unpredictable of late. Several Red Larcher shepherds have seen strange figures watching them from distant hillsides in the wild fields east of town where they have traditionally grazed their flocks. Quarry workers that used to cut by torchlight now shun the pits at night.
 
District bordered to the south by the Caves, north by the Native district, and east by the Market and Temple district. The Cairn Road leads west to the domain of the Unwanted while the Long Road leads south into Port Town proper and north to the Irons. The Kheldell Path goes west into the Native District and eventually leads to the road that becomes the sole path between Port Town and Salvana’s Oasis.
 
Important NPCs
More detail on these NPCs can be discovered in game through rolls and through role-play opportunities.
 

  • Eldras Tantur. Blacksmith (area 9). Opinion setter. Has a strapping son and two strong daughters and is said to be able to make anything that can be crafted from metal.
  • Endrith Vallivoe. Merchant who sells goods in his shop (area 22). Contact of Tyrant. Male human commoner
  • Haeleeya Hanadroum. Owner of the bathhouse (area 15).
  • Helvur and Maegla Tarnlar. (area 7).
  • Harburk Tuthmarillar. Constable. Stern, honest guard commander and judge. Lives and works in area 11.
  • Imdarr Relvaunder. Priest of the Storm in the Cathedral of No Foreign Gods (area 1). Contact for Berek the Indomitable.
  • Kaylessa Irkell. Proprietor or of the Swinging Sword inn (area 2). Female gnome. Hears much form fellow Red Larchers and shares
  • Mangobarl Lorren. Baker (area 8 ). Known to Doake and the Radiant Accords as a staunch supporter and useful informant.
  • Marlandro Gaelkur. An unsavory local barber (and counterfeiter) who runs a useful secondhand shop (area 17) where citizens gather to gossip.
  • Albaeri Mellikho. Female human, proprietor of Mellikho’s Stoneworks. Also a member of the ruling Merchant Council of Port Town.
  • Ulhro Luruth. Male half-orc, proprietor of Luruth’s Tannery. Also a member of the ruling Merchant Council of Port Town.
  • Elak Dornen. Female human, proprietor of Dornen Finestone and a member of the ruling Merchant Council of Port Town.
  • Thorsk (and Asdan) Thelorn. Siblings that operate the Carpenters’ Guild. Asdan lives in the High Homes while her younger brother Thorsk operates their business in Red Larch.
  • The Believers. Whispers circulate about the town regarding a secretive organization which calls itself “the Believers.” It is said they have their hand in every pie, their ears to every rumor.

 


Locations
More detail on these locations can be discovered in game through rolls and through role-play opportunities. These are not the only locations in the Red Larch district.
 
1.    The Cathedral of No Foreign Gods. On the west side of the Long Road, just south of the inn’s stable yard, stands what looks like a grand stone mansion Two wide wooden doors painted with the symbols of dozens of faiths stand open day and night. Inside is a plain chapel with a stone altar. The “Cathedral” is a shrine used by many faiths and owned by none. The locals oppose any organization of mainland powers and believe there is an inherent duty to offer service to the magic of Merata.
2.       The Swinging Sword. On the north door of the Cathedral stands the Swinging Sword, a three-story stone structure crowned by a steep slate roof that bristles with many chimneys. A signboard juts out over the door hanging from chains: a ten-foot-long carved wooden scimitar emblazoned with the inn’s name in red paint. The inn is welcoming and luxurious and offers multiple hearths, tapestries, and running water. The top floor is given over to dormitories where travelers can sleep cheap in rooms of up to 6 guests. The lower floors are divided into suites of guest rooms and there is a dining room on the ground floor. The Swinging Sword is the polite social hub of the district.
3.       The Helm at Highsun. Right across the Long Road from the Swinging Sword Inn stands a ramshackle two-story tavern. Rusty metal grills cover its small, dirty windows. The tavern’s name is very clearly printed in large, simple letters on both sides of a jutting wooden sign. Atop the sign is a rusting, oversized adornment: a warrior’s bucket helm with two eye slits (actually an upside-down washtub). Local dive bar.
4.       Mother Yalantha’s. This three-story, dilapidated boarding house has many balconies and outside staircases. Inside, the place is a warren of narrow, creaky-floored passages that snake around small rooms made of flimsy partition walls. The atmosphere is cheerful, if generally noisy. Run by the rail-thin, pipe-smoking “Mother” Yalantha Dreen (female Charm human commoner).
5.       Thelorn’s Safe Journeys. Three huge sheds stand here in a triangle, surrounded by sturdy wooden wagons at all stages of assembly. The first is a workshop fully of busy woodworkers, the second is a storage area for parts, and the third houses a dozen finished wagons for sale. This enterprise is owned by the Thelorn siblings, Asdan and Thorsk. Thorsk lives in and operates out of Red Larch while his sister Asdan serves on the Merchant Council of Port Town.  
6.       Chansyrl fine Harness.  The pungent smell of tanned and oiled leather fills this crowded workshop and the walls display leather saddles, reins, yokes, and harnesses for working beasts of all sizes. Stylish leather jackets, longcoats, caps, boots, leggings, bracers, belts, baldrics, and full leather armor are also available in all sizes. Owned by its founder’s granddaughter, Phaendra Chansyrl (female human scout). The location is also known for the rare magical armor.
7.       Helvur Tarnlar, Clothier. Merchant lord and lady with ties to the Atwood Academy in the Far North. Tarnlar’s is the only place to buy quality clothing in the entire city of Port Town, or so the Tarnlar family says. The square two-story building stands at the intersection of the Long Road and the Cairn Road. Its sign is painted with images of a well-dressed lord and lady, one on each side of the board. Run by a husband and wife, the Tarnlar’s serve directly under the Exotic Goods Merchant Lord.
8.       Lorren’s Bakery. As is, secret ally of Radiant Accords. This aromatic, tidy building’s ovens and mixing bowls are in use day and night. The bakery has a hanging sign consisting of a carved and painted wooden round loaf the size of a small cart. The bakery always has fresh round loaves and buns for sale. Its specialty is cheese-topped buns with melted mushroom cheese from outlying the Farms. Run by Mangobarl Lorren (male Jeweled Cities Halfling noble), he thrives on gossip and can spin many wild tales.
9.       Tantur Smithy. Both ends of this soot-stained building are massive stone blocks that rise into tall, wide chimneys. The din of forge hammers rings out late into most nights. Eldras Tantur (male human) has been Red Larch’s blacksmith for a decade and a half and has taken only a handful of days off in that time.
10.   Drouth Fine Meats. Animal slaughter lord. This is the largest of the two Red Larch butcher shops. Ever bustling thanks to the thriving local farms and the endless appetite of the growing city of Port Town, wagonloads of meat depart this establishment daily. The one-story building is long, narrow, and nondescript on the outside, but the name on the business is painted above the double entry doors (wide enough for a wagon). There is a building like this in nearly every district of Port Town. Nahaeliya Drouth (female human) is known for her overpowering greed and remarkable luck and serves as a member of Port Town’s Merchant Council.
11.   The Butcher. Barracks, jail, execution ground. Punishment and power (military). Next door to Drouth’s Fine Poultry stand four identical single-story stone buildings, running back from the street in a line. The front has a painted ham being carved by a cleaver. This is the workplace of Jalessa Ornra (female Jeweled Cities human commoner), Red Larch’s Butcher. In addition to her typical duties, Jalessa’s fourth building serves as the district’s court, jail, and execution grounds.  Jalessa seems to have a strong working relationship with Albaeri Mellikho.
12.   Dornen Finestone. This plain square building is always coated in a gray-white shroud of rock dust. It is the business office of the busy Dornen quarry, run by Elak Dornen (see Merchant Council). The shop also collects unusual materials, mostly stone, from the jungle.
13.   Ironhead Arms. Three years ago, an old sellsword and caravan guard by the name of Feng Ironhead (male half-orc veteran) decided to settle in Red Larch and open a shop dealing in arms and armor, new and used.
14.   Mhandyvver’s Poultry. This wooden building grew haphazardly for many years, shooting out single-story wings and annexes untidily in all direction. The interior looks like a barn or attic with exposed beams and posts. Pens of live chickens fill most of the odd corners and halls leaving only a narrow aisle down the back where the family lives. Kindly old Minthra “Minny” Mhandyvver (female human) and her three grown boys sell chickens live, roasted, preserved in oil, pickled, or in egg form. The basement of this place is a not-so-secret pleasure house (whores, gambling, et al) and it is no secret that the family has ties to the Kissers.
15.   Haeleeya’s. Originally from the Barrowlands, Haeleeya Hanadroum (human female commoner) operates this bathhouse and dress shop in her large, well-appointed home. Half-barrels planted with aromatic herbs and flowers flank the entrance and the windows are decorated with flower-filled window boxes. Inside is a tidy dressmaker’s shop and fitting room. 
16.   Waelvur’s Wagonworks. Fine jungle carvings. Ilmuth Waelvur (male human bandit) operates a cheaper alternate to Thelorn’s Safe Journeys, making and selling replacement wheels and axles for wagons. His shop is cluttered and untidy, shrouded in canvas tarpaulins.
17.   Gaelkur’s. This seedy wooden building serves as Red Larch’s used tools and goods shop, its barber, and an unofficial second tavern for locals. Inside is a cluttered shop of lounging customers with old hair clippings trodden underfoot on the sagging board floor. Marlandro Gaelkur (male human commoner) is the shopkeeper and barber and is known to deal in other items, “no questions asked.”
18.   Mellikho Stoneworks. A sign set on two posts in a scrap of weedy lawn out front of this small house reads “Mellikho Stoneworks.” The quarry pit begins just behind the house which serves as the business office and the home of the quarry owner, Albaeri Mellikho (female human). It is a not-so-hidden secret that Albaeri is on the Merchant Council, though few without more need-to-know understand what she sells.
19.   Luruth’s Tannery. Former warehouse reeks with the eye-watering, throat-closing stench that obliterates all other smells within bowshot. Inside are stretching racks, cutting tables with sharp knives and scraps of tanned hide, a back room for finished leather and six huge, open-topped vats containing foul-smelling caustic liquids used in tanning. The proprietor is Ulhro Luruth (see Port Town Merchant Lords). He has no sense of smell and lives in Port Town to get away from the common politics of the Merchant Council.
20.   Bethendur’s Storage. Four identical, well-built warehouses stand here in ground covered in raked gravel and cinders. Aerego Bethendur (male human noble) asks no questions, so anything can be stored here. Aerego has a number of “clerks” who are all former mercenary thugs that are also for hire for protection. For any who ask, it is obvious that Aerego works for (Mercenary Merchant Lord).
21.   The Market. Muddy, well-used field ringed with outhouses and rings of stone that have been used as cook-fires or trash burn sites. Once a tenday, it is crowded with wagons from nearby districts and villages to hold a market. It is regularly cleaned by the village simpleton, Grund (male half-orc thug).
22.   Vallivoe’s Sundries. Bewildering array of random goods. Nearly anything can be purchased by Endrith Vallivoe and this is the only shop in Red Larch where one can purchase paper and books.

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PostSubject: Re: Locations of Merata   Fri Sep 30, 2016 6:56 pm


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