Sunday, February 2, 2020

A Series of Events

Chapter 1: Greenest in Flames – Tarsakh 20th - 21st

  • The party saved Linan Swift and her two children from the cult raid.
  • Agreed to work with Tarbaw Nighthill for 10 gold a saved head.
  • Party saved Father Eadyan Falconmoon and 200 townspeople from cult.
  • Paddy saved Emir Markduth's family from being killed.
  • Paddy secretly rewarded Tessa Markduth with gold and she opened a school.
  • Those saved from the bar
    • Elmo // Ally
      • Hired as a bartender for the Wayward Pine by Paddy
    • Redlegs // Ally
      • Had his knife taken from him by Paddy
      • Hired as bouncer for the Wayward Pine by Paddy
    • Lenore // Ally
      • Hired as head of the Wayward Pine by Paddy
      • Love interest of Paddy
      • Secret is known by Paddy
    • Samuel  // Ally
      • Stowed away with the party, almost died
      • Taken in as Hado's pupil, minimal training.
      • Now works in the Guildhouse in Baldur's Gate.

 

Chapter 2: The Raiders' Camp – Tarsakh 21st

  • Party saved Leosin Erlanthar, mentor to Hado, from capture.
  • A fragile friendship was formed between musical cultist Zuloira and Sahri
  • Sahri caught the eye of cultist Noe, who decided to defect.
    • Zafira joined Noe in defecting, deciding to create their own Guild.
  • Party wiped the Red Suns off the map with a kobold revolt.
  • Party wrecked havoc on the cultists and the Storm Blades
    • This was the final straw for the Storm Blades to refuse further work for the cult.
  • Paddy has their first dream of blood, meeting the creature in chains.

 

Chapter 3: The Dragon Hatchery – Tarsakh 22nd - 23rd

  • Party killed Langdedrosa Cyanwrath, cultist leader
  • Party killed Frulam Mondath, cultist leader
  • Party defaced the statue of Tiamet in the Hatchery and destroyed the drake chalice
  • Party decided to adopt a smart-mouthed kobold named Dor.
  • Party gave offerings to the talking Roper, leaving the cave to it.
  • Hado had Sam sit out all night contemplating the universe as training.
    • Sam's first connection to the darkness of night.
  • Paddy has their second dream of blood, wakes up with blood pouring out of their knife.

 

Chapter 4: On the Road – Tarsakh 24th - 30th

  • Saved Tyr and Bori from Ogres, gained new allies, stationed at the Guildhouse
  • Ignored the broken traveler's obelisk along the road
  • The White Flask Inn
    • Met Marger, envoy of Savras, who read the fortunes of those who asked. Eerily accurate.
    • Dor made a mess of Idris' stocks, but Sahri apologized and paid recompense.
    • Dor discovers the party tried to kill a dragon before. Mortified, makes them all promise to try and talk to any dragon before killing it in the future. Party agrees.
    • Party acquired Yung Money, who ate all their cheese and passed out in their wagon.
  • Party encountered a desecrated statue of Bahamut, was stricken by it, but managed to fix it.
  • Party found a wrecked ship in a field, and took the candle hidden in it's crystalline depths.
    • Yolanda realized this ship was The Wind Singer, a famous ship lost 100 years ago.
  • Elturel
    • Party proved their skills to the guards Wine & Antham, getting them audience with Ontharr.
    • Hado made an enemy of a noble centaur named Gotiua by insulting her. // Enemy
  • Rione was a competitor who bested Tyr and formed a crush on the Paladin. Never realized.
  • Party did not engage with Joyce, finding out she was a Storm Blades member.
  • Party made an alliance with Ontharr Frume and the Order of the Gauntlet
    • Lapis is a member
    • Yolanda is a member
  • Party found Leosin and learned he was part of the Harpers, reconfirmed their alliances.
    • Paddy is a member of the Harpers
    • Hado is a member of the Harpers
  • Party found Zafira and Noe, and agreed to allow them to help the party as penance.
  • Party spoke with Mircid, the dwarf bartender, and made a good impression.
  • Party met Allium Cepa, head of the Wyld Mail Jackalope carrier services. Made a good first impression.
    • Lapis, Hado, and Paddy all purchased the 100 gold enterprise customer fee.

 

Chapter 4.1: Baldur's Gate – Mirtul 1st - 13th

  • Lapis worked with Addinorondinax, Half Black Dragon head priest of Bahumat shrine. // Ally
  • Lapis made allies with the Water Weirds in the basement of the Guildhouse by purifying them.
  • Paddy took a job from Addinorondinax to help Emmyth, Wood Elf, head physician in the Outer City get supplies for her hospital. // Ally
  • Paddy learned of Thal, the benevolent exiled daughter of Lolth the drow in the city worship from Ersuithiel, the head priest.
  • Tyr and Party took a job from Narod the Orc blacksmith to help a noble family.
  • Party revealed the truth to Aileen & Bridget O'Cuinn, gaining the trust of a noble family. //Ally
  • Party made themselves regulars of Lurevred the elf's tailor shop. They are fondly remembered.
  • Yolanda made herself a regular of Tic's materials shop and is fondly remembered.
  • Sahri made herself an established customer of Kresst & Joj. She is fondly remembered.
  • Paddy has their third blood dream. Was temporarily overtaken by the knife, but manged to break free before serious harm was done. Lapis was stabbed. Water Weirds grappled Paddy to protect Lapis.
  • Lapis and Paddy agree to have the eggs sent to the guildhouse to be protected by the Water Weirds. A letter is sent to Lenore.

 

Chapter 4.2: Life on the Road – Mirtul 13th – Flamerule 3rd

  • Paddy made an alliance with cultist Shantha, who admitted her sister was trapped in the cult. // Ally
  • Hado recognizes a golden stag as the dragon from home and catches it. It given the Dragon's Oath bow.
  • The party outs con artists, who are brutally ripped apart by a troll. Only Walcott survived.
  • Hado realizes he's been recognized by the surly cultist Carl. Tells the others secretly.
  • Paddy murders Carl in cold blood secretly that night.
  • The party meets Jamna Gleamsilver, a gnome on their side. They exchange information about the cult.
  • The party awakens to a cultist murdered. Mela accuses them of guilt, but the caravan defends them, thanks to their polite conduct on the road.

 

Chapter 5: Construction Ahead - Flamerule 3rd - 4th

  • Paddy tries to deepen the alliance with Shantha
  • Shari spots Zuloira, and tries to reconnect in hopes of making an ally.
  • Yolanda gains the recipe for cloud bread from Gristle Pete and sends it back to Sam at the Guildhouse.
  • The party notices the stableboy Wump is a lot smarter than he seems, get him on their wagon to the north with Jamna.
  • Hado announces their presence to the cult and is captured with Yung Money. All allied cultists remove themselves as allies from the party.
  • Bog Luck puts on a display, torturing Hado and Yung Money the next morning to try and out any other traitors. The party remains undiscovered.
  • Sahri uses her wiles to distract all of the cultists for a prison break.
  • Hado and Yung Money escape with the party and Jamna's help and make it into the tunnel's below the Roadhouse.
  • Paddy slits Bog Luck's throat in the night, killing him before heading off with the others.

 

Chapter 6: Castle Naerytar - Flamerule 5th - 8th

  • Party decided not to kill one of the lizardfolk in the tunnel, met Mosstooth.
  • Mosstooth led the party to the halfway point through the swamp safely and told them of more lizardfolk who would arrive.
  • Party started to fight the lizardfolk who arrived during the day, before Mosstooth yelled out the name of one of them.
  • Party decided to align with Snapjaw, and help her take the castle back from the cultists and frogs.
  • Snapjaw convinced 6 of 9 lizardfolk to align with the party.
  • Drakes and their eggs were left in the castle.
  • Otyugh was left in the Northwest Tower alive.
  • Dragonclaws were left in library alive.
  • The specters were left alive in the sanctum
  • The spiders' lair was left undisturbed.
  • Party killed the grey ooze and stole it's treasure.
  • Party killed Dralmorrer Borngrey and Pharblex Spattergoo
  • Paddy uses the Jackalopes to transport him in battle, causing a temporary ban
  • Party obtained 2 spellbooks and 6 vials of frog posion from Pharblex.
  • Party did not kill the giant frogs in the basement.
  • Party did not kill the gargoyles in the observatory
  • Chef Tharm Tharmzid and their human assistant were told to travel south and work at the Wayward Pine.
  • Lapis took the statue of the black dragon, worth 4,800 gold
  • The library was shipped to the Guildhouse, costing 1,000 gold pieces.
  • Paddy has their fourth dream, taking Lapis with him. They discover the creature in chains is Lo, the lost sister of Thal.

 

Chapter 7: Hunting Lodge

  • Lapis, Sahri, and Paddy made an alliance with Talis to get them safely to the castle in exchange for no trouble at the lodge
  • Hado rejected the treaty, and told the maid Arlenga they were good and planned on taking out Talis.
  • Paddy found the prisoners in the basement, and spoke with Miresella about getting some of them out. Not Craggnor the Dwarf, who was a cultist.
  • Paddy teleported to Greenest, wanting to see Lenore before his final battle, planned on returning in the morning.
  • Party discovered Arlenga was in league with the cult, and told Talis of their betrayal.
  • Talis launched Yolanda and Sahri into the woods to be hunted by Trespin the Troll.
  • Party killed Talis the White and her 3 guards
  • Dor the kobold convinced the 24 kobolds in the lodge to revolt under the party's ideals.
  • Party killed Trepsin the troll and the 6 ambush drakes under him.
  • Party killed 3 of the 4 cultists, keeping the named Haider as prisoner.

Saturday, November 16, 2019

On the Road

The northbound journey from Baldur’s Gate is arduous, so merchants travel together for safety. Each merchant hires guards independently, but the common belief is that if everyone hires two or three and enough wagons travel together, the caravan is well protected. Cultists hidden among the regular merchant wagon are notated with an *

Cultist Wagons

  •     Wagon #1
    • Teamster Ishu (Female human) bossy; rash; plays with hair often. Joined to see the world wiped clean after finding it does not satisfy particular longings; Knows identity of extorted merchant funding the cult.
    • Guard Shulu (Male human) Too nice; likes fighting; reads people uncannily. Cares for invalid sibling on the wagon. Asks about you as a person, where you've been, what you want.
  • Wagon #2
    • Teamster Barsal (Male human) zany; blonde hair half shaved. Always singing/humming, gives wonderful advice; joined because the cult is blackmailing the family.
    • Guard Rali (Female human) Curly brown hair, Deaf-mute, likes exercising. Joined to carry on the family tradition. Cultist notably brilliant.
  • Wagon #3
    • Teamster Felaci (Male human) Country and thick teeth, overbite, always eating. Joined for money to buy noble title. Wants to possess a treasure. Constantly drunk/high.
    • Guard UR, (Female human) zany and smells of rotten celery. Joined for money to build a keep, ruling the fief according to whims. Wants to visit own pain upon others. Mends things that are broken.
    • Azbara Jos
  • Wagon #4
    • Teamster Rimush (Male human) Thick head of dark brown hair and beard to hide large asymmetrical bones beneath the face. Joined for money to pay off debt. Wants to do something meaningful before death. Preternaturally lucky at games of chance, uses to advantage.
    • Guard Tirigan, dignified and pupils like periods, usually rubbing/patting self uncomfortably. Joined to be revenged upon the halflings. Sometimes tells future.
  • Wagon #5
    • Teamster Neurhil (Male elf) Curly, black hair with a long mustache. Overbearing, hot tempered, but soft-hearted. Brave in the face of danger. Clothes: dark-brown boots, brown long pants, and a yellow fancy shirt.
    • Guard Ashburton (male human) Dandyish in appearance. He is bald with a long, red moustache. Attentive, diplomatic, harsh and vengeful. Clothes: dark-brown sandals, a gray belt with a iron buckle, purple short pants, and a white shirt.

Merchant Wagons

  • Wagon #1 - Wagon Loaded with exotic wood from Chult
    • Merchant Edhelri Lewel (Female Moon Elf) Impatient with people, a perfectionist that dotes on her animals. Clothes: black thigh boots, a black belt, black long pants, and a light-purple shirt.
    • Teamster Werond Torohar (Female Human) Short black hair. Uncanny knack for understanding and guiding animals. Hopeless romantic with plenty of tear jerking stories. Clothes: gray boots, tan short pants, yellowish-green cloak, and a light-purple formal shirt.
    • Guard Leda Widris (Female human) Long auburn hair, braided. Honest and courageous, excited to travel north and see cold/snow for the first time. Clothes: dark-green shoes, dark-brown long pants, black wide-brim hat, and a dark-red tunic.
    • Guard Mila (Female Elf) She has short, blonde hair. She is generally opinionated, modest and fearless in the face of danger She has a great interest in history. Clothes: gray thigh boots, a black belt, green bonnet, and a black plain dress.
    • Yolanda
  • Wagon #2 - Loaded with cured and uncured furs and hides
    • Merchant Achreny Ulyeltin (Male human) boorish uncivilized man, vulgar, smelly, without any manners.
    • Teamster Enom Tobun (Male halfing) Font of stories and legends, 40 years under his belt, becomes surly if you question the legitimacy of his stories.
    • Guard Orvustia Esseren (Female human) Long black hair and ice blue eyes. Smart, tough, talented and very very naive. Clothes: dark-brown boots, a gray belt with an iron buckle, brown long pants, and a white shirt.
    • *Shantha: (Female Human) She is a middle-aged and dirty in appearance. She has curly, brown hair. She is generally perceptive, but also diplomatic. Her disposition is compassionate but she is scrupulous by nature. She is quite brave in the face of danger. She has a great interest in wines and spirits. Dressed in: dark-brown shoes, a dark-red belt, gray floppy hat, and a dark-green fancy dress.
    • Paddy
  • Wagon #3 - Loaded with scented cooking oils and perfumes from Amn.
    • Merchant Lai Angesstun (Male gold dwarf) Constantly talks about how much money he is going to make and refuses to spend even a copper on anyone.
    • Guard Aelaerdur (Male Elf) long, auburn hair with a long mustache. Attentive, diplomatic, humble, and scrupulus. He has a great interest in herbalism. Clothes: dark-green thigh boots, dark-purple long pants, and a orange doublet.
    • *Wieneth: (Male Human) He is mature and rough in appearance. He has curly, brown hair. He is generally trusting, but also egoist and arrogant. He comes off as being quite lazy. Dressed in: Black pants and a dark-purple shirt.
    • *Erricia: (Female Human) She is young and neat in appearance. She has long, brown hair. She is generally curious and inquisitive, but also hostile. Her disposition is easy going but she is hard-hearted by nature. Dressed in: dark-red boots, green short pants, purple cloak, and a black shirt.
  • Wagon #4 - Loaded with expensive porcelain
    • Merchant Samardag (Male Human) The happiest optimist you'll ever meet.
    • Guard Sulesdeg (Male Human) at 7'5'', known as The Pole. Short brown hair and neatly trimmed facial hair. Rarely ever speaks, but everyone listens when he does. Clothes: long loose brown pants and a gray shirt.
    • *Nohol: (Male Human)He is a older male human that is unkempt in appearance. He has long, gray hair. He is generally fanatical and obsessive, but also modest. His disposition is harsh but he is forgiving by nature. He comes off as being quite driven. Clothes: brown thigh boots, a dark-brown belt with a platinum buckle, purple long pants, and a dark-red fancy shirt.
    • *Miryth: (Female Half-Elf) She is young and foppish in appearance. She has curly, blonde hair. She is generally optimistic, but insensitive and vengeful by nature. She is quite brave in the face of danger. She has a great interest in legends. Dressed in: dark-brown shoes, black long pants, light-purple tricorne hat, black cloak, and a red doublet.
  • Wagon #5 - Loaded with exotic birds
    • Merchant Serelim Evenmor (Female half-elf) Loves to debate, stubborn and opinionated, but will happily drink with anyone up for a good debate.
    • - Carl: (Male Human) He is mature and foppish in appearance. He has long, blonde hair. He is generally violent and warlike, but also antagonistic. He is deceitful by nature. He has a great interest in hunting. Clothing: Gray thigh boots, a brown belt, dark-gray kilt, and a dark-green doublet.
    • - Mela: (Female Human) She is average in appearance. She has curly, brown hair. She is generally altruistic, but also aloof. Her disposition is morose but she is jealous by nature. She is quite cowardly in the face of danger. She has a great interest in fishing. Clothing: gray sandals, a dark-brown belt, forest-green short pants, and a black fancy shirt
    • Sahri
    • Hado 

Baldur's Gate

A metropolis of 120,000 - 140,000 people, Baldur's Gate is ruled by four grand dukes, the Council of Four, served by the legislative body known as the Parliament of Peers. The city is respected as a neutral power in relation to the Sword Coast, a reputation it earned in part through its open door policy towards refugees during the fallout of the Spellplague. Baldur's Gate is so well-defended by its massive walls and well-trained Flaming Fists protectors that few would ever seriously consider invading and occupying the city.


Government


Baldur’s Gate is ruled by the Council of Four, dukes who vote among themselves on matters of law and policy for the city. A single grand duke is chosen from among the four, and is empowered to break ties when the council is deadlocked. The current Grand Duke is Ulder Ravengard, who is joined by Dukes Thalamra Vanthampur, Belynne Stelmane, and Dillard Portyr

Below the council sits the Parliament of Peers, a group of about fifty Baldurians who meet daily (though almost never in full number) to discuss the future of the city and recommend actions for the dukes to take on all matters, great and small.

Defense of the Upper City is handled by the Watch, the official constabulary of the city’s elite. Their duty is to defend the patriars and enforce their laws, and little else. For the rest of Baldur’s Gate, security is enforced and order maintained by the Flaming Fist mercenary company, a supposedly neutral force which is free to fight in external conflicts, so long as it doesn’t side against Baldur’s Gate.

Society


Baldurians take great pride in the inclusiveness of their city. It is a place anyone could call home, or start a new life within, regardless of race, creed or personal history. Despite its dense population and crowded streets it is remarkably clean and safe for citizens and visitors alike. This outlook led to a radical shift in Baldur's social structure when the Spellplague rendered an unimaginable number of beings homeless, exiled, and ripped from their lands.


Baldur's Gate stood firm on their inclusive stance, even as thousands of refugees flooded the city and expanded its jurisdiction far beyond the established walls. Baldur's Gate found itself with a unique problem, a city now filled with beings who favored the day hours, versus those rare beings who had until now favored the night and stayed far from cities and what was considered civilized society. The final solution gave birth to the modern nickname, the Twinned City.

Found nowhere else, Baldur's Gate is the city that never sleeps, the denizens of night taking over the city when they are most comfortable. Providing a means of economic survival, many beings seen no where else have come to call Baldur's Gate home, and abide by the new rules of the land. Tensions still exist though, as the High City considers itself full, locking upward mobility to the Lower City at best.

As a whole, citizens of Baldur's Gate do not tolerate drunk and debaucherous behavior. Unlike other cosmopolitan cities, Baldur's Gate is home to few formal festivals and gatherings. Even so, Baldur's Gate has many places of worship scattered across its districts. For instance, Twin Songs accepts all faiths and hosts a great diversity of temples and shrines dedicated to nearly every deity, even evil.

Despite the city's inclusiveness, three deities predominate worship for Baldurian citizens: Umberlee for the favor of the sea, Tymora for wealth and prosperity, and Gond for technological advances.

Commerce


The Gray Harbor of Baldur's Gate is one of the largest trade ports on the entire coast, handling a massive variety of trades, goods, and peoples. In the spirit of commerce, Baldur's Gate professes an openess to all non-harmful trade, helping it secure its position as the greatest center of trade, even out-competing Waterdeep.

Baldur's Gate sponsors nearly 90 professional guilds from the Upper City, ranging from loremasters, brewmasters, and metalworkers to nearly every skilled tradesperson in between.

Notable Locations


Baldur's Gate is divided into three main sections. The Upper City is the walled region to the north, home to the wealthiest. The Lower City is the portion between the Old Wall and the River Chionthar, home to the mostly middle and merchant classes. The Outer City is the shantytown that rose up along the roads to the city and around Dusthawk Hill, mostly home to refugees and the lower class.

Upper City



The Upper City of Baldur’s Gate exudes wealth. Its buildings’ shutters and doors bear vibrant colors and arc smartly maintained. Its streets are wide and its terrain is nearly flat. At night the magic lamps that hang from ornate arms extending streetward from most buildings keep its avenues well lit. Rain runs of raised roads into drains, rather than pooling or flowing down streets, and sewers carry away waste. Flowering plants that hang from windows and climbing walls- and a ban on smelly businesses – help to sweeten the Upper City’s air.

A number of gates divide the Upper City from the Lower City, but the one to note is the famous Baldur’s Gate, from which the city takes its name. Trade passes only through this gate, and is taxed by the city — despite the fact that it was just such taxes that led to the city’s being overthrown by its first dukes and the Lower City enclosed by its ring wall. The other gates exist solely for the convenience of the patriars and their retinues. Any who aren’t in the presence of a patriar, wearing a patriar’s livery, or bearing a letter of proof of employment by a patriar must use Baldur’s Gate to pass between the Upper and Lower Cities. Bear this in mind when trying to sneak from one part of the city to the next.

  • High Hall - Originally a fortress, the building known as High Hall was once the city’s last bastion against invasion, but it has since been heavily modified to allow for more comfort and light. The High Hall is used for professional guild meetings, civic events, court trials, tax counting, real-estate and law record-keeping, and anything to do with governance, including meetings of the Parliament of Peers and the Council of Four.
  • The Wide - The Wide is the city’s only large civic space and serves as its market. By law, all buying and selling in the city not completed in a licensed and taxed establishment must be done in the Wide. Sellers at the daily market set up their tables, accoutrements, and wares just after dawn. At dusk, the Watch clears the streets of visitors and vendors.
  • House of Wonders - The center of Gond’s worship on the Sword Coast lies in Baldur’s Gate, where the faithful have erected two huge structures in honor of the Wonderbringer: a temple called the High House of Wonders and a museum of craft and design called the Hall of Wonders.
  • Watch Citadel - The Upper City’s police force uses the Watch Citadel as a barracks and for training, storage, and organizational needs. The citadel has only a few jail cells, which the Watch uses to temporarily hold those awaiting a trial in the High Hall or a transfer to the prison in the Seatower of Balduran.
  • Temples District - Most of the city’s longest-standing and most influential temples are located in the Temples district. Several shrines and small temples dot the Upper City’s other districts, and an oft-frequented temple to Umberlee is located in Gray Harbor. Baldurians of all sorts give honor to Gond, and the temple complex to the god of labor and inventions is the grandest of them all.
  • Taverns & Inns
    • Three Old Kegs:  
      • Highly comfortable but only slightly expensive, the Three Old Kegs was perhaps the most highly rated establishment in Baldur's Gate.
      • Castien (male elf) Clean in appearance. He is bald with no facial hair at all. He is generally optimistic, but also courteous. 
    • Purple Wyrm Inn and Tavern:
      • A tavern much compared to the Elfsong, but it was more commonly used by merchants and those seeking adventure.
      • Wideman(male human) Old and ragged in appearance. He has short, brown hair. He is generally trusting, friendly, proud.
    • Helm and Cloak: 
      • An expensive but well-rated feasting hall popular with both locals and travelers alike. Its upper floor was also rented out to the vast majority of the Knights of the Unicorn.
      • Fugu (female gnome) Clean in appearance. She has long, red hair. Well-spoken, cheerful, and forgiving by nature.


Lower City



Hard against the harbor lies the Lower City, where stone, slate-roofed houses stand (sometimes unsteadily), and the merchant folk who have long performed the real work of the city reside. Baldur’s Gate depends on trade, and that trade flows in and out of the Gray Harbor.

The Lower City was long ago walled in to benefit from the protection of the city, but the divide between the two wards is as stark as it has ever been. The Flaming Fist is responsible for keeping order in the Lower City, and do so with brutal efficiency, deterring most from engaging in bold, public acts of theft, vandalism, or violence.

  • Seatower of Balduran: The Seatower serves the Flaming Fist as headquarters, barracks, naval base, prison, and fortress. The marshal and most of the officers responsible for day-today Fist operations typicaJly work from the Seatower.
  • Gray Harbor: Baldur’s Gate has one of the largest, busiest harbors on Faerûn’s western coast. The city’s independent status and tolerant nature appeal to many sea captains, who settle their families in Lower City homes. As a result, the Gate handles a wide variety of cargoes. Many pirates looking to fence their latest prizes also regularly tie up in the Gate. Hundreds of rail carts and seventy-six worker-powered, wheeled cranes aid movement of goods in the port, and dry docks outfitted with hoists and pumps of Gond dot the quays. 
  • Bloomridge: Lower City citizens generally lead a working-class existence, but successful merchants, ship captains, landlords, and others who have access to wealth try to live as much like patriars as they can. This gave birth to the Bloomridge district. Here, rich folk sometimes purchase several Lower City buildings or even small blocks, and either raze the structures or modify and connect them to form a palatial home. Slightly less prosperous folk typically rent expensive, upper-floor apartments, preferring locations that feature rooftop terraces or balconies that offer fine views.
  • Water Queen's House: This temple is a solitary structure standing in Gray Harbor. It dominates the end of a pier and descends on one side into the harbor. Waves have lapped against this temple of Umberlee for generations. Sailors and their families make frequent small offerings at it to buy the Queen’s favour. Its priestesses can often be seen descending the temple’s outside staircase to walk offerings into the river, where they disappear beneath the waves and climb back up empty-handed. What happens to the offerings is a mystery no one in Baldur’s Gate has ever dared to investigate, and the wrath of the whole city would surely fall upon anyone who did.
  • Merchants
    • Armor/Weapons
      • Fiery Wyvern Archery Shoppe (1,860gp)
         Fletcher: Sidhgaladnel: (HGT: 7ft, 2in; WGT: 235 lbs)
         She is a middle-aged female elf that is immaculate in appearance. She has curly, black hair. She is generally moody, but is compassionate and forgiving by nature. She can be perceived as amoral when it comes to her morality. She has a great interest in hunting. Dressed In: dark-red fur boots, dark-gray kilt, and a brown formal shirt.
         Wares: Seller of ranged weapons
          
      • The Armored Sprite Anvil (711gp)
         Blacksmith: Narod: (HGT: 6ft, 1in; WGT: 250 lbs)
         He is a young male orc that is ragged in appearance. He has short, black hair with a long beard and moustache. He is generally opinionated and abrasive but compassionate by nature. He is quite brave in the face of danger. He has a great interest in history. Dressed In: dark-red sandals, blue-green long pants, and a green formal shirt.
         Wares: Blacksmith of heavy armor/martial weapons.           
         
      • Copper Tree Hammer (321gp)
         Blacksmith: Ugago: (HGT: 4ft, 11in; WGT: 310 lbs)
         She is an old female satyr that is clean in appearance. She has short, auburn hair. She is generally perceptive and diplomatic. Her disposition is unforgiving by nature. she comes off as being quite motivated. She has a great interest in religion. Dressed In: blue feathered hat, and a light-gray fancy dress. Possessions: glass eye, feather, metal file, concealed pouch with 2cp.
        Wares: Simple weapons and medium armor.


    • General Goods
      • Savage Ranger Writings (425gp)
         Librarian: Ratsu (4'3'', 250lbs)
         He is a young male dwarf that is rough in appearance. He has long, brown hair. He is generally curious and inquisitive, but also modest. His disposition is insensitive. He has a great interest in herbalism. Dressed in: brown fur boots, a tan belt with a gold buckle, light-gray long pants, blue cap, blue robe, and a blue fancy shirt.
        Wares Parchments and books from simple to magical. Also a Pixie in a Crystal for 200gp
                    
      • The Humming Demon Crafters (787gp)
         Musician: Wutgarek (HGT: 7ft; WGT: 313 lbs)
         He is a mature male minotaur that is rough in appearance. He is generally precise and exacting, but also forceful. He has a great interest in history. Dressed In: a dark-brown belt, blue long pants, dark-red bandana, and a dark-green formal shirt.
        Wares All manner of musical instruments
                    
      • Twin Mule Animal Trainer (241gp)
         Animal Trainer: Peder: (HGT: 5ft, 5in; WGT: 150 lbs)
         He is a young male human that is immaculate in appearance. He has long, auburn hair with a long moustache. He is generally loquacious. Dressed In: gray thigh boots, light-red short pants, and a tan fancy shirt.
        Wares All manner of animals for sale.
                    
      • The Copper Wisp Pawn (2,773gp)
         Merchant: Bulgan: (HGT: 7ft, 1in; WGT: 270 lbs)
         He is an old male human that is imposing in appearance. He is generally suspicious and cautious. His disposition is even tempered but he is deceitful by nature. Dressed In: light-purple long pants, and a light-red tunic. Possessions: mouse.
         Wares All the miscellaneous items
                    
      • Homemade Princess Bakery  [1,404gp]
         Baker: Isith: (HGT: 5ft WGT: 90lbs)
         They are a short Aarakroka, neat and chipper. Easily distracted, but personable and skilled baker capable of easily multi-tasking.                                                Wares: All manner of baked goods.
                    
      • The Quiet Scout
         Merchant: Kresst: (5'6'', WGT 130lbs) / Joj (6'2", WGT 230lbs)
        They are a medium sized Yuan-ti who runs a flower shop. Her brother Joj does the delivery and landscaping. Kresst is bright and personable, where Joj is quiet and contemplative in nature. Kresst is very talkative, a lover of plants. Joj is quiet due to language barriers. Wares: Florist
    • Clothing Shops
      • Drake Thick Skins (2,842gp)
         Leatherworker: Len: (HGT: 2ft, 8in; WGT: 120 lbs)
         He is a mature male gnome that is clean in appearance. He has long, white hair. He is generally precise and exacting. His disposition is cheerful but he is jealous by nature. He has a great interest in handicrafts. Dressed In: black shoes, light-red short pants, and a dark-green formal shirt.
        Wares: Anything leather
                    
      • The Stitched Imp (1,267gp)
          Tailor: Lurevred: (HGT: 5ft, 7in; WGT: 135 lbs)
          They are a young non-binary elf that is clean in appearance. They have long, red hair. They are generally precise and exacting, but also friendly. Their disposition is cheerful. They have a great interest in herbalism. Dressed In: tan shoes, a brown belt with a bronze buckle, green pants, and a tan fancy shirt.
        Wares: Varied clothing/cloaks
    • Magical Shops
      • The Fiery Idol Supplies (2,709gp)
         Merchant: Tic: (HGT: 4ft, 11in; WGT: 90 lbs)
         She is a young female tiefling that is unkempt in appearance. She has long, white hair. She is generally studious and humble. She is quite timid in the face of danger. She is a collector of weapons. Dressed In: dark-red sandals, a dark-green belt, purple short pants, and a white formal shirt.
        Wares: Magical Components (vials, ingredients etc)
                    
      • The Exigent Emporium
         A mysterious shop of arcane items, which only appears to those who have particular need of it.
        Phelia the human female Phelia is overweight, with long brown hair and light hazel eyes. She wears sapphire robes. She is Hemaphobic (afraid of blood) and truthful. Phelia seeks to prove herself to her peers. Wares: Random magic items
  • Taverns
    • Blade and Stars
      • A quiet inn known for its high-quality foodstuffs.
      • Arnethire (male elf) Foppish in appearance. He has curly, black hair. Distant, compassionate, hard-hearted by nature.
    • Blushing Mermaid
      • Located in the north-eastern section of Baldur's Gate, the Blushing Mermaid was an establishment known for its status as a hub of illicit business.
      • Gordon (male human) Ragged in appearance. He has long, black hair with a short moustache. He is generally suspicious and cautious, but also rash.
    • Elfsong Tavern
      • A tavern in the southeast near the eastern gate known best for its strange haunting, a ghostly elven voice of unidentified origin that could be heard singing quietly at night.
      • Aihe (female gnome) Disshelved in appearance. She has short, black hair. Helpful and friendly but morose
    • Splurging Sturgeon
      • Located a bit south from the Blushing Mermaid, the Splurging Sturgeon was a small but well-known establishment.
      • Christine (female human) Unkempt in appearance. She has curly, red hair. She is generally capricious and mischievous, but also antagonistic.

 Outer City



The Outer City sprawls without rhyme or reason, its muddy streets a tangle of shanties, forges, tanneries, dye works, slaughterhouses, stables, stockyards, paddocks, and dung heaps. Its layout and architecture are a mess of unregulated construction and styles. Many buildings are made of wood or wattle. A significant amount of daily trade takes place in this unpoliced, dangerous area, where live “outsiders”.

Outside the walls, there are no laws barring construction or settlement, and so those who are too poor to reside within the city or to purchase property have slowly built up a third ward of the city, living in the shadow of its walls, paying its taxes, and covering both sides of the roads leading into Baldur’s Gate. Here, the poorest of the poor live in the Outer City, but so too do those whose businesses are considered too troublesome, noisy, or foul-smelling to operate within the walls, so tanners, smiths, masons, dyers, and other tradesfolk abound.

  • The Guild: The Guild tries to keep a low profile, and much of its effort inside the walls deals with policing crime so that the illicit activities don’t draw too much attention. The criminal organization doesn’t rule the Outer City in anything resembling the same way, but it’s the only group that has any significant control in the area. Many Outer City businesses and residents pay protection money to the Guild. In return, these cooperative establishments and people are marked with a special sign as off-limits to would-be burglars or vandals, and the Guild makes an effort to hunt down anyone who flouts its decrees.
  • Wyrm's Rock: No laws control construction in the Outer City, including on the bridge spans that comprise Wyrm’s Crossing. Tenements, taverns, and shops heap up on both sides of these stone spans. Many cantilevered structures extend out over the Chionthar, and others loom above what has become a shadowy and crowded alley down the bridge’s center. Wyrm’s Rock stands between the bridge’s lengths, and land traffic must pass through the Flaming Fist’s fortress to reach the other side.
  • Twin Songs: The Twin Songs hosted temples to virtually any god, even evil gods like Bhaal and Bane. Following the mass expansion of the city, the three religions, although still prominent, were no longer the dominant temples, with smaller (and some malign) religions gaining more and more influence. The Twin Songs was the only place that unified the cultures of all of Faerûn.
  • Little Calimshan: A walled Calishite district has grown up to the east of the city proper, known by Baldurians as Little Calimshan. Within the district, neighborhoods are divided by walls, but these walls have walkways atop them so that foot traffic can proceed unimpeded by the gates that slow carts and mounts. Here, refugees from Calimshan have found a home away from that southern nation, and largely depend on themselves for trade, culture, and defense.
  • Blackgate District: Blackgate is an Outer City district of Baldur’s Gate, situated apart from most of the Outer City due to its placement at the city’s northwest edge at the base of the Trade Way. It connects to the Upper City via the Black Dragon Gate, one of only three entrances to the city.
              
    Blackgate is a rough and tumble district, as is much of the Outer City, made distinctive by its unusually large population of shield dwarves and ironworkers. As is the same for elsewhere in the Outer City, the area is mostly controlled by The Guild, although the density of trade coming through the district and its proximity to the Upper City ensures the area sees more Flaming Fist activity that most Outer districts.
  • The Underground: Hidden from much of the population of Baldur's Gate, the underground is a home away from home for many beings who ran from the Underdark, fleeing their own kind or the Spellplague. Maintained by group of Drow who worship the good Goddess Thal, the place has been painstakingly carved out. The streets and public areas are decorated with bioluminescent fungus and magical glowing gem and minerals, creating an intricate awe-inspiring world beneath. The diverse ecosystem is carefully cared for by the worshippers of Thal, and all are welcome to walk the open streets. Many of the houses in the Outer City have basements that lead to the secondary homes in the Underground, creating a seamless transition to both worlds. 
  • Merchants
    • Pine Nail Wood Shoppe (1,410gp)
       Carpenter: Ilkarirthar: (HGT: 6ft, 6in; WGT: 250 lbs)
       She is a mature female human that is dandyish in appearance. She has short, brown hair. She is generally trusting and modest but she is hard-hearted by nature. She is a collector of porcelain, china and crystal. Dressed In: dark-green sandals, a black belt with a bronze buckle, tan long pants, dark-brown tricorne hat, and a dark-brown shirt.
      Wares All manner of wooden vehicles
                  
    • Mighty Magician Foods (2,428gp)
       Cook: Fruitimiere: (HGT: 9ft, 9in; WGT: 375 lbs)
       She is a mature female centaur that is rugged in appearance. She has long, blonde hair. Her disposition is insensitive but she is truthful by nature. She comes off as being quite driven. She has a great interest in fishing. Dressed In: yellow floppy hat and a light-green plain dress.
      Wares Bulk food goods
                  
    • Silver Cloak
       Emmyth Wood Elf(Female), Physic/Chirurgeon/ Professional Specialties Age 408           Appearance: Tall thick build, with green eyes and well groomed grey hair. They are missing their right eye, a fresh wound.
       She believes that everything worth doing is worth doing right. She is a perfectionist. Has a love of innate beauty.
      Wares: Physician and medicinal supplies

Friday, November 15, 2019

Dor

A kobold who wisely decided that the party wiping out everyone in the caves was not worth fighting. They joined the party under the agreement that they would lead Dor to a dragon worth serving.

Location: Cultist Camp -> w/party

Appearance: Dor is a 4'2" blue kobold that is speckled all over with white freckles. They have long horns that curve straight back, and head fins on either side of their face. Despite their seemingly petite build, they are constantly carrying an absurd number of jars, bottles, and questionable cages on their self.




Roleplaying:
  • Skittish, quick to get out of dangerous situations
  • Curious and easily bored. Will get into trouble if left unsupervised.
  • Will gift creations to people that they like

Background: Like the other kobolds found at the cultist camp, Dor was recruited under the impression that they would be able to work for Lennithon the blue dragon as a reward for their service. Dor was entrusted with others to protect the eggs that were being stored in the back of the hatchery. When the party enlisted the help of a bored roper to eat the attacking kobolds, Dor realized their inevitable demise and begged for mercy. The party adopted Dor to help them, promising to lead Dor to a dragon worth serving if Dor helped them.

Like any kobold, Dor has the ability to choose their gender. After traveling some time with the party, Dor simply decided to do away with either genitalia, having no other kobolds around to make eggs with. Dor is happy to focus on their tinkering, all in hopes of serving their future dragon.

There was a tense moment when Dor discovered the party attacked Lennithon directly, but when the party agreed to try and persuade Lennithonaway from being an obstacle the next time they met, Dor forgave them.


Key Info:

  • Dor is a skilled alchemist, using the party's leftovers to devise new concoctions.
  • Dor is very attached to Yolanda, the strongest person in the group that keeps them safe.
 Relationships:
  • Loves: Yolanda, Lapis
  • Likes:Sahri, Hado, Paddy, Yung Money
  • Hates: Cultists

The Whiteflask Inn

The inn is a two-story timber and brick building, with a smooth stone floor. The innkeeper is a tall female elf named Idris. She knows a few simple spells for housekeeping.

The Menu

  • Boiled Eggs and Cabbage, Tankard of Stout (10 cp)
  • Stewed Artichoke, Mug of Perry (4 cp)
  • Boiled Mutton and Buckwheat Bread, Tankard of Mead (9 cp)
  • Roasted Pheasant and Blue Cheese, Tankard of Mead (10 cp)

 

Patrons

  • Finy Harport: Male Human Fighter, Good. Rugged in appearance, with blonde hair and large green eyes. He wears splint mail and wields a halberd. Finy is heading to Baldur's gate to interview as a guard.
  • Armin: Male Elf Ranger, Neutral. Armin has an angular face, with short chesnut hair and blue eyes. He wears leather armor and wields a mace and javelins. Armin is trying to look as inconspicuous as possible in the corner, currently has guards looking for him.
  • Gaukri: Female Human Druid, Neutral. Gaukri is rough in appearance, with braided Auborn hair and large blue eyes. She wears thick furs that cover her head to toe. Gaukri is quarreling with the innkeeper about their companion, a golden eagle named Ukhlag.
  • Saege: Male Human Thief, Good. Saege has a narrow face, with cropped black hair and narrow amber eyes. He wears leather armor and wields a short sword and dagger. Saege seems intent on sneaking into the cellar.
  • Marger: Female Human Cleric, Good. Marger has matted black hair and soft hazel eyes. She wears plate mail and wields a flail. Marger seems to be seeking omens in a deck of cards.
  • Aurif: Female Dwarf Thief, Neutral. Aurif is short, with thick black hair and large blue eyes. She wears leather armor and wields a mace. Aurif is easily distracted by food and drink.

City of Elturel

Elturel is a city-state lying on the River Chionthar in the Western Heartlands. A center for agriculture and trade in the region, and was renowned for its elite mounted defenders, the Hellriders. It is a theocracy of Torm the True and defended by its paladin knighthood, the Order of the Companion. The city is situated atop a bluff with a cliff dominating the River Chionthar. This was both a good defensive position and a good crossing-point, as the river below was narrow, shallow, and easily traversed by poling barges; the city was founded here for this advantage.

After the 1430s DR, a shining orb known as the Companion or "Amaunator's Gift" hung directly over the center of the city, never setting. Only the High Observer knows if this was truly a blessing of the sun god Amaunator. This second sun produces no heat but its light illuminates the city day and night, as bright as the natural sun and burns undead of all kinds. Creatures of darkness can not even bear to look at the city. It can be seen from virtually anywhere within Elturgard, though it fades with distance.

Government 


The city and Elturgard as a whole are ruled by the High Observer of Torm, a priest named Thavus Kreeg. Aided by a paladin knighthood, the High Observer makes certain that order is maintained in the city and the realm, with the aim of bringing righteous judgment to all the Realms and "setting Faerûn aright". As in the past, they ensure the city and countryside remain safe and well-policed and that trade and agriculture are run efficiently.

Society 


Elturian citizens still often dreamed of joining Elturgard's paladin knighthood. In this age, many are capable of succeeding. Inspired by the Hellriders and the Companions, the folk of Elturgard are typically devout in both their faith and the pursuit of justice. Both troops were loved and respected by the people. Elturgard's laws are rigid, intolerant, and persecuted evil with inquisitorial zeal, leading to a host of problems. Those who break the law three times are sent to the Dungeon of the Inquisitor. Here, they are punished and set to work mining new tunnels. The inmate population is always being replenished. Nevertheless, it remains the safest city in the land.

Under the eternal day of the second sun, Elturians depending on bells tolling in the High Hall to know the beginning and ending of each workday. The constant light reduced typical nighttime activities; there was little brawling and muggings, while thieves were perforce extra cautious and cunning. It was especially hard for newcomers to adjust to life here. Inns and boarding houses covered windows with thick curtains to let patrons sleep.

Notable Locations


The High District

The High District of Elturel dominates the untidy, noisome Dock District below. The High District is built of stone, with narrow, twisting, steep cobbled streets that are crowded with spired and balcony-festooned tall narrow houses.
  • High Hall: The residence of the High Observer, and seat of local government and all large commercial meetings.
  • The Garden: A park that stretches away from High Hall in a narrow cut amid the buildings. It is an open place of flowers, wooded paths, arched bridges, and a spring that rises under High Hall, and winds the length of the Garden, to tumble down the hill in the cascades of Maidens’ Leap, and thence by canal to form a moat and bargeway for the eastern Dock District, where it joins the River.
  • The Verdant Pavilion: A grand timber and brick theatre, known for its halfling slice of life plays.
  • Helm’s Shieldhall: A temple dedicated to the worship of Torm.
  • Taverns & Inns:
    • Phontyr’s Unicorn: The highest of high class
    • Symbril's House: A cozy place with pleasant view of the city's garden.

The Dock District (Waltford)

The Dock District is settled below the High District. It is all dirt, business, and utilitarian buildings, and is dominated by warehouses, markets, wagonmakers, and large stockyards. To the east, warehouses and hovels crowd together around the docks and the crammed stalls of Shiarra’s Market.
  • Shiarra’s Market: A large and bustling market fueled by trade along the Sojourn River. 
  • Taverns & Inns
    • Bent Helm: a tavern of poor quality.
    • Gallowgar’s Inn: A ramshackle inn
    • The Oar & Wagon Wheel: Crowded, noisy, drafty

Westerly

Westerly is where you’ll find the more prosperous and orderly homes and shops west of the heights that are still part of the Dock District. This area has been increasingly referred to as Westerly for separation to imply cleanliness and prosperous success or, to look at it from the other view, laziness, soft living, and pretentious arrogance.
  • Dungeon of the Inquisitor: Reserved for those who trespass against the laws of Elturgard three times, this vast, subterranean maze lies deep beneath the streets of Elturel, and its population is constantly being replenished by new lawbreakers.
  • The High Harvest Home: A temple dedicated to Chauntea, it is presided over by High Harvestmaster Oregh Ballorin, one of the most goddess-favored servants of Chauntea in all Bearenor.
  • The Workshop of Gond: A temple dedicated to Gond, it is overseen by High Tinkerer Munson Louvea.
  • Taverns & Inns:
    • Hondakar's House: A big, expensive inn
    • A Pair of Black Antlers: The best known tavern in the city.

 

Notable Shops


Wyld Mail 

A new shop advertising a magical mail carrying service unmatched in the land.
Owner - Allium Cepa (Male Jackalope)
  • Appearance: Allium is a short humanoid looking man, though when excited large rabbit ears appear from his skull. He wears a sweater made of necklaces and bracelets knitted together.
  • Characteristics: Excitable, distracted by shiny things, humanphile
  • Ideal: Wants to establish a Jackalope mail carrier empire through the land.
  • Employees:
    • Petroselinum crispum - Male Elturel based jackalope mail carrier. honey brown with white spots. 
    • Fragaria vesca - Female Elturel based jackalope mail carrier. Brindle brown/grey fur.
    • Epimedium sagittatum - Female Elturel based jackalope mail carrier. Shaded black/brown fur.
    • Quercus alba - Male Elturel based Lunarlope, night shift mail carrier. Pure white fur.
    • Althaea officinalis - Female Elturel based Lunarlope, night shift mail carrier. Pure white fur.

Kater's Ironworks

A modest blacksmith's workshop
Owner(s) - Baegsi Kalfrison (Male Mountain Dwarf)
  • Appearance : Rough in appearance, with greying hair and bright hazel eyes. Wears sturdy clothing and a wooden holy symbol.
  • Characteristics : Mispronounces names, respectful, thrifty and wise.
  • Ideal : My people are all that matter.
- Ingerdr: Mountain Dwarf (Female)
  • Appearance : Ingerdr is rough, with red hair and amber eyes. She wears modest garments and a wide-brimmed hat.
  • Characteristics : Cursed by tremors, pleasant, dislikes other faiths but respect the worship of other gods.
  • Ideal : Ideals aren't worth killing for or going to war for.

Olnold's Folly

An impressive building of half-timbered walls, decorated with dungeon doors. A popular general goods store.
Owner - Aucieth (Female Human)
  • Appearance : Normal average build, a round face, with black hair and sharp green eyes. She wears sturdy clothing and a wooden holy symbol.
  • Characteristics : Body piercings
  • Personality : Fidgety, a crude sense of humor.
  • Ideal : Greater Good. It is each person's responsibility to make the most happiness.

Festival of Torm


Torm is described as being the god of duty, loyalty, obedience, paladins and truth. He is usually depicted as a knight riding a golden wyrm. Torm was a comrade of the dragon god Bahamut.
   
The Festival of Torm is a daylong display on the might and prowess of the fighters and knights of the city of Elutrel, a festival that rewards shows of training, glory, and discipline. The Festival takes place in the High Garden.


NPCs for Days


Wrestlers
  • Broge: Male Human Fighter, Good. Broge is tall, with long dark hair and gray eyes. He wears plate mail and wields a flail and shield. Broge believes that he is being hunted by supernatural creatures.
  • Rione: Female Human Fighter, Neutral. Rione is pleasant in appearance, with brown hair and green eyes. She wears banded mail and wields a warhammer.
  • Genfre: Male Human Fighter, Neutral. Genfre is tall and overweight, with black hair and blue eyes. He wears chain mail and wields a long sword and long bow. Genfre is eccentric and honest.
  • Shunda: Female Human Fighter, Neutral. Rine has uneven golden hair and soft brown eyes, and a sharp nose. She wears splint mail and wields a long sword. Rine has an animal companion, a badger named Raffin.

Guards & Such
  • Hera Elnnyn: Female Human Paladin, Good. Hera is noble in bearing, with thick black hair and gray eyes. She wears plate mail and wields a halberd. Hera compulsively organizes things.
  • Annel Rowley: Female Human Soldier, Neutral. Annel is fair in appearance, with pale blonde hair and brown eyes. She wears scale mail and wields a mace. Annel suffers a traumatic fear of heights.
  • Atham: Male Human Fighter, Good. Atham has shaved hair and amber eyes, and brown scruff. He wears plate mail and wields a bastard sword. Atham seeks to become a knight of the realm.
  • Wine: Male Human Fighter, Neutral. Wine is willowy, with dirty blonde hair and dark blue eyes. He wears plate mail and wields a military pick. Wine seeks to atone for past sins by working for the city guard.

Archers
  • Brigthwe: Female Human Priest, Good. Brigthwe has a square face, with silver hair and green eyes. She wears well-made clothing and a dragonscale cloak. Brigthwe lost her reflection to a hag.
  • Ankith: Female Human Professional, Neutral. Ankith has copper hair and narrow blue eyes, and a beaked nose. She wears tailored clothing and a leopard fur cape. Ankith is disorganized and truthful.
  • Joyce: Female Human Fighter, Neutral. Joyce has curly red hair and light blue eyes. She wears plate mail and wields a spear and short bow. Joyce has an animal companion, a black wolf named Cilia.
  • Ielbet: Male Human Fighter, Neutral. Ielbet has gray hair and bright green eyes, and an uneven moustache. He wears banded mail and wields a bastard sword and heavy crossbow.

Hafling Performers
  • Ethed: Female Halfling Wizard, Good. Has an angular face, with black hair and narrow amber eyes. She wears silver robes and wields a quarterstaff. Compulsively plays with a copper ring.
  • Hordi Geirison: Male hafling Druid, Neutral. Ethed is tall, with thin blonde hair and narrow hazel eyes. He wears leather armor and wields a club and dagger. Ethed is impish and dishonest.
  • Ziri: Male hafling Scholar, Good. Ziri is tall, with thin whispy brown hair and soft hazel eyes. He wears well-made clothing and carries a fine stiletto. Ziri has an animal companion, a gray rabbit named Arikr.
  • Susi: Male Hafling Fighter, Neutral. Susi has a square face, with tangled golden hair and green eyes. He wears splint mail and wields a bastard sword and shield. Seeks only fame and glory.
  • Some: Female Halfling, Good. Some is rough in appearance, with braided greying hair and large hazel eyes. She wears fine raiment and jewelry.

Miscellaneous Folk
  • Berny: Male Human Servant, Good. Berny is noble in bearing, with auburn hair and green eyes. He wears modest garments and a gray cloak.
  • Gotiua: Female Centaur Scholar, Neutral. Gotiua is noble in appearance, with black hair and blue eyes. She wears well made clothing and a mink fur cape. Gotiua is suspicious and possessive.
  • Gysby: Male Human Thief, Neutral. George is rugged in appearance, with tangled dark hair and dark green eyes. He wears leather armor and wields a dagger.
  • Ealchfleant: Female Half-elf Peasant, Neutral. Ealchfleant has thin golden hair and brown eyes. She wears travel-stained clothing and a green cloak. Ealchfleant is a practiced dart] thrower.
  • Exard: Male Human Paladin, Good. Exard has uneven auburn hair and gray eyes, and prominent ears. He wears plate mail and wields a short sword and shield. Exard is fearless and covetous.
  • Duri: Female Dwarf Aristocrat, Neutral. Duri is tall, with long black hair and large hazel eyes. She wears fine raiment and jewelry. Duri is lazy and envious.
  • Ilian: Female Human Druid, Neutral. Ilian is fair in appearance, with auburn hair and sharp brown eyes. She wears leather armor and wields a hammer. Cultured and clever.
  • Adonir: Male human traveling merchant, Pear-shaped, with greasy hair and dark eyes. Wants to one up everyone and pearshaped, is starting stories with "remember that time..." followed by something ridiculous and/or awkward.