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BASBHAT


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Game Information

Game Description

Major Known Towns and Places

Land of Stormdwarf

Dragon's Skull

This is where the story begins, or at least where the grand story starts. All the PCs have for one reason or another made their ways here. Dragon's Skull is a town literally built around a pub. It's the largest pub in all the land and right on the main road. First built as an inn for the occasional traveler seeking a nights rest in a bed while in rout to and from city's in the south. It is now home to many a drunkard, along side some of the area's best blacksmiths. Notable places aside from the pub are two inns, a small blacksmith's guild, and naturally a market.

The main attraction is the Dragon's Skull 24/7 bar and pub. A large structure at the center of town which, once an inn, has been fully upgraded complete with a full make to order kitchen. All former room space on the upper level has been converted to storage to keep up with the ever expanding customer base. It is very common to see Dwarfs, Half-Orcs, halflings, humans, and even a few full orcs or dragonborn. All come to drink away in the grand main room of this pub. Oh, and lets not forget the plentiful amount of bards, for who founded this pub based town but a bard. Want to hear a half fiction story about a sorcerer or necromancer? A tale of a made up beast with many eyes, shooting death rays that plagued the land? Or how a group of heroes fought their way through hell and back to return the flame of heaven? All these tails and more can be heard in form of song. Remember to tip.

There are two full inn's at the north and south end of town. The first, to the south is the shady Day Star Inn. If you don't want a paper trail of your whereabouts this is the place to be. Want a place to bring that wench back to so the misses doesn't find out? You get the idea. The Day Star Inn is where you can find or offer many of the shady or more discreet jobs. Whether you need an assassination or are just looking to get your hands on some skooma, the deals are made here. Rooms range from 2cp a night to 1gp a night for the largest suite.

The northern Inn is the Night Mist Lodge. An up class civilized place where you can get a good show and a warm bed. This is the place many of the traveling bards go when they need a place to sleep. If you need a good letter caring job or just want someone to clear the hobgoblins out of your barn, you'll find the jobs here. This is also the place to rub elbows with any important or wealthy upper class. The traders who make enough to higher a good guard or two also prefer to stay here. Rooms are a bit nicer and range from 5cp all the way to 10gp but the service and atmosphere are well worth it. Bards stay for free... in the shack out back.

New Keldren

This is the Capitol of Stormdwarf, a large and heavily populated town. Notable places include a library, a large clock tower, the guild district, and three taverns. There is also at least two groups of Kenku in the area. If you are or want to be in on the underground, you'll know a few. Anything and everything that goes on in this town is caused by or known among the Kenku clans. Naturally there are a few jobs to be found here, along with the largest trade markets. If you want to make an investment or are looking to start a trade business of your own, you'll start here.

The library is built around and onto the overlooking clock tower. Mages are often found in the library trying to 'get away' and study. If you want history, religion, or arcane facts you'll find them here along with some tactics books for the marshal types. There are even a few ritural books available for sale or copy. The clock tower it's self is maintained by Kenku. They always have the place crawling with scouts. There isn't allot going on there it's just a big clock.

The guild district is a great place to trade, look for jobs, or even join a guild. Guilds include the Red Fang Fighter's Guild, White Snake Locksmith Guild (totally not a thieving guild), Green Bag Trader's Guild, and the Purple Rhinoceros' Bard College. The Red Fang is a place to look for a guard or someone to go dungeon crawling with. They will have information on legendary weapons that exist. They also have an extensive bestiary. The White Snake is full of well doing lads who have skills similar thieves and assassins but who actually make an honest living. What's in the Green Bag? Why a guild of investors and traders, it's somewhat similar to a market. Instead of goods however, they seem to buy and sell ownership of businesses. Then there is the Purple Rhinoceros. A place where bards come to learn the trades of entertainment. They offer classes such as "Life is a song" teaching how or why turn every event to song and "Why the cockatrice bisected the path" intermediate story telling of popular tails {prerequisite: Mary owned a small fuzzy mammal}

The three taverns are owned by the Orcs, Dwarfs, and elves. The Orc tavern of Roadkill serves the strongest drinks in the land. They always have fresh soup, just don't ask for a nutritional or ingredient list. They provide the loveliest stone bunks complete with the all too necessary weapon mounts above each slab. The costs are always the lowest, all stays cost 1cp a night. The Dwarf Tavern Iron Hammer, provide strong yet tasty ales and all three major food groups. (Beans, Bacon, Whiskey, and Lard) Their rooms are decent at the moderate cost of 4cp a night and offer all night drink till you pass out beer services for an extra silver piece. The elven tavern, The Pale Coy offer only the best meals and rooms. Starting at 1sp a night they have no alcoholic drinks but can, upon request offer a night time companion at no extra charge. They can be quite exclusive and will turn away groups that don't have at least one elf or two half elves.

Raven Home

Historically built by Dwarves it's the fastest way through the mountains. It has a great market for building, mining, or engineering. These days it is mostly inhabited by Humans. Not the smartest race and prone to civil war and crime. It's under control most of the time and trade is unaffected but politics tend to change hands on a weekly basis. The only other way through the mountains is Dwarf Pass, home to a Dwarven outpost and the best explosives around. During some seasons the path can be blocked by landslides but the teams there keep it pretty clean for travel.

Other Places

Dragonborn Settlement, A settlement of a Dragonborn Warrior Clan. They are not overly friendly but can be helpful if you can get on their good side.

Wizard's Academy, A serious school for dedicated wizards and mages. If it's magic, there is something here for it.

Danger Town, Can be a very dangerous place, best to avoid.

The Blood Desert, Reports of a large creature roaming the open dunes. Possibly hostile. There is also a large mountain found here complete with a magic hot spring.

Small Farming Town, You have no reason to go here, it is completely insignificant.

Fey Woods, none who go in ever come out. The area around Danger town is pretty safe tho.

Kraken Sea, The large body of water to the East. It's said to be filled with monsters if you stray to far out.

Shifter Camps, A group of cat like shifters has set up a permanent camp site on the beach here. They always have a large quantity of fish on hand.

Outside the map

South of Stormdwarf is the Orc nation of Yadynuw
North and West of Stormdwarf live the Elves. Not the most welcoming race.
East of Stormdwarf the Dwarf empire of Irongrad
Somewhere in Stormdwarf or Irongrad adventures claim there is access to the fey wilds
Below the nation of Stormdwarf in an integrate cave system live the Drow in the land of shadow. It is said there is easy passage there through the blood desert.

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