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Map of Kalaman


Kamishiro_Rin

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Kalaman Locations

Castle Kalaman

   A symbol of the city, the age-old fortress of Castle Kalaman rises atop rugged cliffs, visible from anywhere within the city walls and for miles beyond. The city’s governor dwells within the castle, and the ruling council holds its meetings here. Castle Kalaman also serves as the headquarters of Kalaman’s military, and its barracks can house hundreds of troops. Extensive catacombs run beneath Castle Kalaman, but the entrances to these tunnels were closed long ago and remain magically sealed.

City Market

   Merchants from across Ansalon do business in Kalaman’s thriving bazaar. Characters can purchase any equipment from the Player’s Handbook here. Vendors from far-off lands—like Ergoth or Mount Nevermind—often bring rare curios here to trade.

Hammerstrike Forges

   Twin forges stand across the street from one another, run by the dwarven cousins Kadmos and Tiria Hammerstrike (hill dwarf veterans). While both are competent smiths, Kadmos specializes in armor and Tiria excels with weaponry.

Harbor Beacons

   The walls of Kalaman extend several hundred feet into the city’s harbor. The tower at each end holds a prominent beacon surrounded by an array of lenses. These beacons were created before the Cataclysm by the city’s Istarian founders, and the light from their flames cuts through the densest fog.

Kalaman Harbor

   At any time, dozens of ships are anchored along the busy docks of Kalaman’s harbor. Small local fishing ships vie for harbor space alongside mighty seafaring vessels, some from far-off lands. Every day there’s a 10 percent chance a merchant ship from a distant land puts into port here, its crew eager to sell unique wares and tell tales of danger on the sea.

Meulara’s Oddities

   Meulara’s Oddities is a small shop piled with trinkets. Its shopkeeper, Meulara (kender commoner), is a silver-haired woman with a bright smile. Meulara claims to know every kender in the city, and most kender new to town are directed to her so they can swap stories and news from their travels.

The Steady Beacon

   The Steady Beacon is a tavern that boasts a large taproom, a fish-focused menu, and modest lodging. Its decor features the broken weapons of defeated bandits. The tavern is a favorite of Kalaman’s soldiers, and most evenings, dozens of off-duty troops relax here. The inn’s owner, Jesen Thold (human veteran), is a friend of Marshal Nestra Vendri, head of Kalaman’s military.

Trade Camps

   Outside the city to the east and west sprawl trade camps. These expanses of ramshackle buildings began as campgrounds for caravans. Over time, the tents were replaced by simple buildings aligned along muddy streets. They now house hundreds who can’t find lodgings within the city’s walls.

Wyhan’s Apothecary

   Wyhan (human mage) is a black-robed Mage of High Sorcery. Though supposedly retired, she keeps a shop that deals in wares few in Kalaman need. Wyhan’s Apothecary sells the occasional good-luck charm, but those who know what to ask for might gain access to the apothecary’s back room, which houses esoteric spell components.

Edited by Kamishiro_Rin (see edit history)
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Knowledge of Kalaman

   Characters who succeed on a DC 12 Intelligence (History) check know the following details about the city:

DC 12 Intelligence (History) check

   Capital City. Kalaman is the capital of the Solamnic province of Nightlund.

   Ancient Bastion. Kalaman is a thriving trade city known for its strong walls, castle, and harbor beacons, all of which predate the Cataclysm.

   Rulers. The city is led by a governor, a council of prominent guild leaders, and a military marshal.

   Military. Kalaman maintains a significant military force to deter raiders from Estwilde and monsters from the Dargaard Mountains.

   Vingaard Port. The city sits at the mouth of the Vingaard River, about thirty miles downriver from Vogler.

Power in Kalaman

   Characters who succeed on a DC 15 Intelligence (History) check know the following details about the city (Use the previous roll for this roll as well, not a separate roll.):

DC 15 Intelligence (History) check

   Kalaman is led by the following three groups:

   Governor. The head of Kalaman’s government is Governor Calof Miat (human noble). He represents the city’s people and speaks on their behalf during council sessions.

   Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild, Masons’ Guild, and Shipwrights’ Guild—oversees the city’s broad business interests and runs varied public services. The guilds’ leaders are neutral human and hill dwarf nobles who are prone to bickering and jockeying for influence.

   Marshal. Kalaman’s military guards the city and defends eastern Solamnia. The military is robust, as the city can’t afford to solicit aid from the Knights of Solamnia, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (human knight).

   Courts (Civil & Criminal). Although the Knights of Solamnia have no military presence in Kalaman, like all cities in Solamnia, the Order of the Rose serves as judges in courts and, if not the law-givers themselves, then advisors to the law-givers of a given locale. Their courts also interpret the will of the King, and the decisions of the aristocrats and nobles that fall within the King’s will, and may overturn or interpret a city’s—in this case, Kalaman’s—laws in light of the King’s will and that of his justly appointed nobility.

   Chief Justice Corpher Marbleheart (kender noble), Knight of Solamnia, Order of the Rose, serves as the chief judge in Kalaman along with 8 other judges. They randomly form tribunals in which court cases are tried.

Edited by Kamishiro_Rin (see edit history)
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Kalaman Inns & Eateries

   Aside from The Steady Beacon, there are a few more eateries and Inns.

Eateries

Aristocratic (2 gp)

The Knowing Fairy atop the Valley

The ‘Peach Maiden’ Bistro

The Fox and the Orphan

Wealthy (8 sp)

The ‘Foot and the Flatulent Beggar’ Lodge

The ‘Axe and Nose’ Drinkery

The Worm and Fly

Comfortable (5 sp)

The Wrist under the Forest

The Iron Fish and the Bone

The Tree and Drowning Boar

Modest (3 sp)

The Hot Flagon and Silent Tinker

The ‘Vicious Boot and Suffering Toad’ Beer Hall

The Bucking Wyrm

Poor (6 cp)

The Imp at the Prarie

The ‘Ailing Wraith and the Bush’ Joint

The Invisible Stirge and the Sphinx

Squalid (3 cp)

The Showy Dive

The ‘Shark atop the Clouds’ Rathskeller

The ‘Bowing Rose before the Hill’ Dive

Inns

Aristocratic (4 gp)

The Hornet and Prince

   You’ll stay in plenty and comfort. You’ll be in the best part of town, populated by the most powerful people in the community. You have excellent lodgings. Politicians, guild leaders, high priests, and nobility stay here.

Wealthy (2 gp)

The ‘Pauldron on the Sea’ Inn

   Luxurious, respectable lodgings; a spacious, comfortable suite in a good part of town. You’ll have a small staff of servants at your beck and call, there.

Comfortable (8 sp)

The Walking Hostelry

   Nicer lodgings and you can rest easily, unfearful of your equipment being stolen. Merchants, skilled tradespeople, and military officers stay here.

Modest (5 sp)

The Girl and the Carpenter

   It keeps you out of the slums and ensures that you can maintain your equipment. You stay in an older part of town, renting a room. Your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like stay here.

Poor (1 sp)

The ‘Fun Kitchen’ Inn

   Simple lodgings without the comforts available in a stable community, threadbare bedding, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations are in fact a “room” of your own, but the “lock” is little more than a wooden latch. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People staying here tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Squalid (7 cp)

The ‘Stag and the Magical Shirt’ Hostelry

   You have shelter from the elements, but you stay in a desperate and often violent environment common room, rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections if your things get stolen. Most people here level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

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