Sunday, December 22, 2013

Sasserine Environs

While well situated to reap the bounty of the sea, Sasserine faces numerous challenges in regard to its surrounding lands. For those who dare to venture beyond the safety of stone walls, the following presents an overview of the most noteworthy locales and geographic features within Sasserine's area of influence.

Geography

Frequent rains, humid heat waves, powerful rivers, and seasonal monshoons nurture tangled jungles and sprawling swamps in the regions surrounding Sasserine. Those who brave the wilds are sure to encounter the rich and often dangerous flora and fauna that flourishes within these fecund reaches.

Amedio Jungle: This lush tropical jungle dominates the region. Ancient, widely spaced trees form a dense canopy, which in turn cloaks the jungle floor in an endless green night. Broadleaf plants, creeping vines, pervasive streams, and tracks of bogs characterize the jungle floor. All manner of insects and animals (some of monstrous size), predatory plants, oozes, and even occasional will-o'-wisps, hags, hydras, or black dragons lair in these verdant depths. Far from civilization, clans of lizardfolk, bullywugs, and strangely colored goblins make their homes, along with primitive tribes of short humans known as the Olman and lithe, dark-skinned elves called the grugach.

Blood Bay: There are many stories behind the color of Blood Bay. Some old salts hold that the waves run scarlet with the blood of Gulrotha, a kraken too wounded by sailors to return to the open ocean. Others think it a pirate plot, the entire bay dyed red in an effort to scare the curious away from their underhanded dealings. Sages scoff at both ideas, claiming the bay's unique coloring is merely the result of iron deposits swept down from the mountains by the Hungry Fish River.

Crab River: Cut off - to a degree - from the larger predators of the Amedio Jungle, the swamps around the Crab River are largely considered safer than those to the east. As such, smugglers, outcasts, and followers of a gruesome aggregate religion make the river banks their home. Despite the river's name, aside from small populations of crayfish and hermit crabs, no sizable species of crustaceans scuttle below these meandering waters. Local legends tell of a chuul-like creature of incredible size that lairs deep within the swamp, and whenever someone goes mysteriously missing on the river, local swampers are quick to claim that "Ol'Rek Claw gottem!"

Emerald River: The Emerald River takes its name from a unique form of algae that grows atop its slow-moving water. Sapping minerals from the river shore and runoff from the Hellfurnaces, this green vegetation forms a quartzlike layer that, from a distance, looks like sheets of floating emerald. While quite beautiful, the shiny algae makes perfect camouflage for the slick scales of the crocodiles, snakes, frogs and the gigantic varieties of each that lurk within.

Hellfurnaces: Volcanic instability, violently changing features, frigid winds, and searing lava flows all characterize this angry range of mountains. Extremely difficult to travel and inhospitable to the majority of life, only the most rugged and determined creatures - often those that relish scorching heat and flame - hunt these treacherous heights.

Hungry Fish River: Coursing through some of the densest stretches of jungle before meeting up with the Tiger River and feeding into Blood Bay, Hungry Fish River is avoided by locals as much for the dangerous animals - and worse - that stalk its banks as for the malicious piranha swarms that are its namesake. Rumor has it that the tiny fish have even learned how to capsize canoes and skiffs by rushing them en masse from the side.

Jeklea Bay: Largely isolated from the rest of the Azure Sea by the Hellfurnaces on one side and the Hook Peninsula on the other, Jeklea Bay spent many years as a holding of the Sea Princes before public unrest and assassinations arranged by the Scarlet Brotherhood saw it fall into anarchy. Though the now-autonomous city of Sasserine has begun to emerge as the main power in the region, Brotherhood ships still frequently ply the waters along this coast to maintain their holdings in the rich and fertile southern jungles. Due to the bay's shape, a steady current swirls the waters counterclockwise along the shore, speeding the passage of frequent merchant, smuggler, and slaver ships as they spur on the sudden resurgence of colonization in the Amedio.

Kraken's Cove: Rumored to be guarded by the legendary kraken Gulrotha, this cove is shrouded in mystery. Barely visible as a dark patch among rocky cliffs, any safe port here is walled off from the the rest of the bay by a wide swath of reefs, rocks, and the occasional scuttled ship, lead-tipped masts just inches below the waves.

Skyfroth River: Thundering down from the Hellfurnaces, crashing falls and deadly rapids exemplify this frothing whitewater river. The two largest falls, the Crushwater (5 miles form the Thunder River) and Jairador's Leap (10 miles from the Thunder River), bar the waterway from any substantial use in commerce or travel. Seemingly just for that reason, a semi-permanent encampment of monks, the Speakers of the Roaring Way, resides in an area of numerous smaller cascades and cliff-side grottos between the two greater falls.

Thunder River: Thunder River is the lifeblood of Sasserine's thriving lumber industry. Lumberjacks upriver in the dense jungles south of Castle Rakin fell huge numbers of exotic hardwood trees, limbing and floating the logs downstream to Sasserine for milling and shipping. Along the way, the logs are tended by the brave and foolhardy logriders, who make the thirty-plus-mile journey balanced on crudely-lashed log bundles and wield long pikes, both to prevent jams and to guard shipments from competing logging concerns. Pay for both the lumberjacks and the logriders is high, as in addition to the standard hazards of their job they must keep a sharp eye out for lizardfolk, river monsters, and the deadly rapids and waterfalls that give the river its name.

Tiger River: While tigers and other large predators do inhabit the eastern reaches of the Amedio Jungle, the Tiger River takes its name from the ferocity of its aquatic inhabitants. The river is best known for its small population of a rare freshwater species of seacat. The bright scales and pelts of these tropical magical beasts fetch high prices, making hunting the aquatic felines as lucrative as it is deadly.

Sasserine's Holdings

Outside its city walls, Sasserine directly controls and relies upon several assets in the surrounding region.

Amedio Highway: Paralleling the Thunder River for much of its length, the Amedio Highway connects Sasserine with Cauldron, its sister city high in the caldera of a dormant volcano. Although trade and correspondence between the two cities is brisk, the road's length is such that it's possible to go for long stretches without encountering other travelers. Much like the river, the Amedio Highway is relatively safe and crowded with merchants and lumber traffic where it runs through the marshlands and plantations close to Sasserine, but those who press on into the jungle find themselves increasingly at risk of being waylaid by lizardfolk, jungle predators, and the occasional hunter from the heights of the Hellfurnaces.

Blisterwall: Angry-looking, red Hellfurnace rock and patches of hairy swamp mold give Blisterwall fortress both its name and a perpetually sore, gangrenous look. Positioned to defend Sasserine's eastern plantations from jungle threats, the relatively secluded and perpetually moist location makes this post the least appealing assignment in the Sasserine military. The only serviceman who regularly refuses relocation is Elryn Sveld (male half-elf), a scout who has successfully captured and trained several Hellfurnace hippogriffs and who is considered the most experienced mountain tracker in the region.

Castle Rakin: The reinforced wooden palisades of Castle Rakin make a regular stopping-off point for lumberjacks and traders along the Thunder River. While the castle proper is merely an unimpressive, three-story stone fortification surrounded by two curtains of sturdy wooden walls, the entire fort is referred to as "the castle". Although it maintains a small garrison of troops, the fort functions more as a trading post, with noisy crowds of merchants, guides, jungle natives, and charlatans hocking their wares and services along the docks. Much of the business conducted at Castle Rakin would be frowned upon within Sasserine itself, but considerable kickbacks to the fort's commanding officer, Major Augustine Meravanchi (female human) assures that business proceeds unimpeded.

Fort Fendawor: A thick-walled coastal fortress erected by the Sea Princes who once held dominance in the region,  Fort Fendawor now serves as harbor for Sasserine's depleted naval powers. Few sea-worthy ships moor in the natural harbor beneath the fort's protective ballistae, the majority patrolling the coast and open sea in hunt of pirates. The fiery-tempered Commodore Brandlock (male human) commands the forces at Fort Fendawor and holds the eradication of piracy in the region as his personal crusade. Unfortunately, his efforts are frustrated by limited men, resources, and ships, as well as misinformation - much of which he fears comes from Crimson Fleet operatives within his own fort.

Plantations: Just outside Sasserine, nearly 25 miles of jungle and swamp along the Thunder River have been cleared for use as sprawling, privately-owned plantations. Providing food crops and exports for the city, the river's seasonal flooding makes the land particularly rich, although those who farm it constantly battle reencroaching jungle vegetation and beasts. Cassava, coffee, cotton, millet, rice, sugarcane, and tea - as well as some more traditional farm crops - make up Sasserine's plantations' most abundant products. Aside from their products, a few particular plantations bear noting.

Boudinot Plantation: Run by the obese boss Remming Boudinot, it's rumored that his fields of high growing sugarcane disguise a harvest of criminal crops and hide other nefarious dealings.

Dromdal Plantation: The sharp-tongued yet gentile Josiah Imfrid Dromdal commands the largest plantation (cotton and tea) in the area. His greatest prides are his handsome manor house and widely desired daughter, Chablis. Josiah's six strapping sons prove quick to defend both his and their sister's honor.

Mistroi Plantation: A cursed place, this untended plantation and burnt-out manor house once belonged to one Anton Mistroi, a cruel man who murdered his wife by drowning her in a nearby quicksand bog. When her corpse returned to slay her treacherous husband, the plantation's fearful workers burned the manor house and forever fled.

Local Ruins

Countless civilizations have risen and fallen within the depths of the Amedio Jungle, their ruins often being the only evidence they ever existed.

Chekitewan: Ancient and terrifying to behold, no vegetation encroaches on the midnight-black rock of this immense, steeped pyramid. Formed of six great tiers, hundreds of shallow, man-sized alcoves riddle the structure - a shriveled humanoid corpse propped within each each for the majority of the year. Chekitewan is merely a mysterious, shunned place, where no beast, jungle native, or explorer dares venture. On the nights of lunar eclipses, when the Olman god Tezcaflipoca turns his ever-watchful eye away from the world, these corpses stalk from their open-air tomb. Throughout these accursed nights, the undead search for victims to drag back to their black ruin, their corpselight torches sometimes seen as far north as Sasserine's plantation holdings. While many whisper that those kidnapped become sacrifices to forgotten heathen gods, the descendants of the Olman - after making signs to ward off evil - claim that these walking dead are ancient heroes and the blood they spill temporarily sates the undying hunger of some eternal evil long imprisoned within the dreaded ziggurat.

Evermire: In the vast and trackless fens east of the Emerlad River, a wooden village stands on stilts. Buildings in this tiny frontier town hang suspended over the water at varying heights, from docks just inches above the water to well-to-do houses several stories high, all linked by rope ladders and narrow boardwalks. Completely empty except for small animal nests, these buildings remain weathered but serviceable, with no indication as to why their occupants abandoned them. Stranger still is the ancient tree at the town's center covered in elven runes, all of which translate as gibberish except for the repetition of the name "Evermire". Few in Sasserine have ventured this far into the swamps and no official record of an elven colony in the area exists.

Magalarve: The contested City of Scales, tribes of both lizardfolk and bullywugs claim this ravaged wooden ruin as their rightful home. While many surprisingly complex structures cover the ground, much of the city rests upon platforms amid the branches of ancient deklo trees, inter-connected by an intricate network of bridges and moldering ropes. While neither of the reptilian tribes that contest the city live there now, warriors from both engage in a decades-old guerilla war, each seeking to drive out the perceived interlopers.

Mashwan: Meaning "memory" in the ancient Olman dialect, Mashwan is a place of forgetfulness. Within this wide jungle clearing stand twelve stone obelisks surrounding an incredibly intricate sculpted stone disk lying upon the ground. While investigators hypothesize that the precise sections and runes upon the disk comprise some sort of clock or calendar, none know for sure, as all who near the circle black out and lose all memory of the previous several hours.

Spire of Long Shadows: The one-time seat of the demigod Kyuss' power. The ruined city of Kuluth-Mar surrounds this towering, crumbling stone ziggurat, impossibly shaped like a stylized leafless tree or arcane glyph. Tales tell of foul halls beneath this monolith and, although the Wormgod has been defeated, evidence of his dark and terrible power doubtlessly still writhes beneath his ruined throne.

Nearby Dungeons

Numerous infamous sites lie scattered across the region, their dangers tempting explorers to both riches and ruin.

Beroarak's Maw: Bursting form the earth beside the swampy banks of the Hungry Fish River juts a 30-foot-tall, vine-choked sculpture of a gigantic crocodile or dragon's head. With jaws wide open to snap at the air above, this highly stylized Olman remnant holds the entrance to a deep shaft, which drops into the wet ground like a stone gullet. More than a hundred feet below, bones choke this passage - countless bodies that fill a space of unknown depth. While Beroarak's Maw is little more than a morbid landmark by day, it is said that at nights a spectral Olman priest haunts the site, performing rites and guarding a crypt temple hidden deep below.

Carver's Pit: For a hundred years, Carver's Pit was the primary stone quarry for Sasserine. Year by year the quarry grew deeper, until one day a workman's pick broke through the stone floor and released a rush of chittering monstrosities. The horrors swept the quarry floor clean of all life, then, just as quickly as they came, swirled back into the opening and were gone.

Though panic spread as survivors and tales of the attack reached Sasserine, the deposition of Oren Teraknian and subsequent takeover by the Sea Princes only a few days later threw the city into such chaos that Carver's Pit was quickly forgotten.

Dungeon of Rust and Fire: High in a stone alpine valley stands the massive Dungeon of Rust and Fire, a windowless pillar of jagged, rusting metal. No paths lead to or from this monument, but those tracing the Emerald River to its subterranean headwaters occasionally catch a glimpse of the tower outlined against the sky. At night, the top of the silent tower erupts in periodic bursts of flame, and close to dawn spindly, insectlike forms can sometimes be seen moving ponderously around its base. It's at these times that the streams feeding the Emerald run black and red, with fish floating belly-up bearing strange mutations. Scholars who have studied the tower from afar believe it to be somehow related to the ruined gnome enclave of Jzadirune below Cauldron, but something has obviously gone horribly wrong.

Fiddler's Cave: Carnellio Fenderthan was the greatest musician in Sasserine's history, and also one of the most mysterious. The more popular Carnellio's music became, the stranger he acted, withdrawing into himself and spending vast amounts of time in the wilderness. By the time he was 25, he was a complete hermit, speaking to no one and performing only once per year to an enraptured crowd at the Sasserine Opera House before melting back into the marshes and jungles. Folks whispered that the beauty of his own music had driven him insane, or that he'd sold his soul to a demon in exchange for his remarkable skill. Finally, after last year's "Requiem for a Sky Afire" left the whole of Noble District in tears, one of Carnellio's more daring fans tracked him back to a cave deep in the mountains, only to discover that the cave ended in a wall of shimmering green light, with Carnellio nowhere to be seen. Frightened, the fan fled back to the city, where word of his discovery spread quickly through taverns and dancehalls. Now, with the year drawing to a close and the next concert only a few weeks away, curiosity about the Fiddler's Cave is once again rising to a fever pitch.

Hookface's Lair: Deep within the Hellfurnaces lies the home of the notorious red dragon Hookface (a mature adult). His lair is a gaping pit, several hundred feet deep, that cuts to the molten heart of a volcanic mountain. Amid the lava pools of a single great chamber Hookface spends much of his time sleeping surrounded by his massive hoard, rousing only to hunt, char intruders, or investigate upheaval within the mountainous area he considers his domain.

Saturday, December 21, 2013

Sunrise

Like Cudgel District, Sunrise is primarily residential. Yet the citizens of Sunrise are generally a bit better-off than their neighbors, in no small part due to the fact that many of them have stakes in the numerous plantations that dot the region surrounding Sasserine.

Sunrise's representative noble family is the Knowlern family. Unlike the nobles of the other districts, the Knowlerns are elves. Lord Aniphastus Knowlern and his family have taken the preservation of the region's wildlands to heart, and the foundation of Sunrise's Standing Stone Park is one of their proudest achievements.

City Watch

Like Cudgel District, Sunrise is primarily residences, although the presence of the lumberyard and proximity to the Azure District make its edges a bit more active. The Sunrise Watch are affiliated with the church of Pelor, but for the most part are left to their own devices for keeping the district safe. Their organization is the largest of the seven watches, and as a result it's more difficult for the commanders to keep everything in control. Corruption is fairly common here, yet the guards can generally be trusted to do the right thing.

Citizens

If you're from Sunrise, you pride yourself on your even temper, your friendliness, and your optimism. There are certainly a lot of rowdy folk in Sasserine, but most of them avoid Sunrise for one reason or another. You may have a healthy interest in the natural world, in which case you've spent long hours exploring the safety of Standing Stone Park. Many who live here work for one of the plantations to the south, either in the fields earning an honest day's wage or in the plantations themselves as servants or specialists. Most of the people you know worship Pelor, although any of the officially recognized faiths of Sasserine are welcome here.

Student of Nature [General]

The wild has always excited you with its simple beauty and majestic creatures. It is no wonder that many of your talents let you better enjoy the natural world.

District: Sunrise

Benefit: You get a +1 bonus on Handle Animal, Knowledge (nature), and Survival skill checks. You also get a +2 bonus on Fortitude saving throws to resist special attacks from plant creatures.

Notable NPCs

Aniphastus Knowlern (elf male): The Lord of Knowlern Manor and representative of Sunrise on the Dawn Council has lived in Sasserine longer than most every other citizen.

Basar Finn (human male): Basar represents the various plantation owners who live outside the city walls when these industrious folk are not present.

Kera Gosalar (huma female): Kera is the high-priestess of the temple of Pelor. She views the vices of Sasserine as unfortunate, but rather than crusade against them she appeals to the city's decent folk, offering options to the debauchery and crime that plague the city.

Sunrise Locations
  1. The Bridgehouse (gaming hall)
  2. Meadowdusk's (Knowledge [nature] sage)
  3. Thunder River Lumber
  4. Shrine of Istus (goddess of fate)
  5. Landowner's Hall (planation owner's meeting hall)
  6. The Restless Lion (tavern)
  7. The Hunter's Trap (tavern/gambling hall)
  8. Winmester's (inn)
  9. The Siren's House (inn)
  10. Dawn Market (general goods)
  11. Sunrise Garisson
  12. The Endless Dark (Knowledge [dungeoneering] sage)
  13. Tepinal's Wares (general goods)
  14. Taxidermist's Guildhall
  15. Leldibar's Shop (general goods)
  16. The Shivering Cat (tavern)
  17. Emerald Waters Orphanage
  18. The Hungry Gorilla (tavern)
  19. Shrine of Heironeous
  20. Tobacconist's Guildhall
  21. Dawnlight Orphanage
  22. Gondola Waystation
  23. Historian's Guild (Knowledge [history] sage)
  24. Gondola Waystation
  25. Knowlern Manor (district representative)
  26. Standing Stone Park
  27. Dawnhouse (district church)
  28. Shrine of Mayaheine (goddess of protection and valor)
  29. Shrine of Rao (god of peace and serenity)
  30. Gondola Waystation
Deities

Heironeous
(The Invincible,  The Valorous Knight, The Archpaladin)
LG intermediate god of chivalry, justice, honor, war, daring, valor, and daring
Heironeous is the Oeridian battlefield champion of all that is right and good. He wages war against evil of all sorts, especially his half-brother and nemesis, Hextor. He is tall, with coppery skin, auburn hair, and amber eyes, and wears fine chain. At his birth, Heironeous' skin was imbued with a secret solution called meersalm that protects him from all but the most powerful weapons. His symbol is a silver lightning bolt. His allies are other gods who fight evil, and his foes are those who encourage evil or suffering. Known for his great magic battleaxe, he recently has been promoting usage of the longsword in order to appeal to common soldiers as well as paladins and leaders.
Domains: Glory, Good, Inquisition, Law, War
Weapons: longsword or battleaxe

Istus
(Lady of Our Fate, The Colorless and All-Colored)
N greater goddess of fate, destiny, divination, future, and honesty
Istus is the most powerful of the Baklunish deities. She appears as a Baklunish woman of any age or stature, always carrying her mystical gold spindle (her holy symbol) with which she creates the strands of fate. She is aloof from all other gods, even those of her own pantheon, as she concerns herself solely with the fate of the universe and its inhabitants. Her occasional companion is a cloudlike being believed to be a prince from the Plane of Time.
Domains: Chaos, Knowledge, Law, Luck
Weapons: none

Mayaheine
(The Shield Maiden)
LG hero-goddess of protection, and valor
Mayaheine is a young goddess, dedicated to those seeking or granting protection in times of conflict. She is an ascended paladin of Pelor, brought here from another world to help fight the powers of darkness and evil that gained prominence in the Greyhawk Wars. Portrayed as a strikingly tall woman of about 30 years with blue eyes and golden hair, she wears silvered full plate and carries a shield and bastard sword. The shield, Hope's Champion, is said to turn back evil magic upon its source, and her sword Triumph stuns fiends and tyrants with its merest touch. Her holy symbol is a shield inscribed with a great sword and sunburst, flanked on each side by a golden sphere and a victory rune. While she is a fine warrior, she is above all a protector. Her church has flourished since her arrival and many tales credit her with distributing devices of magical protection to those in need.
Domains: Good, Law, Protection, War
Weapon: bastard sword

Pelor
(The Sun Father, The Shining One)
NG greater god of sun, light, strength, and healing
Pelor is the Flan sun god, known throughout the entire Flanaess. Riding the great kirin Star Thought, he summons flights of eagles and destroys evil with bolts of sunlight. Depicted as an old man in white, with wild hair and a beard of shining gold, he was until recently a peaceful and gentle god concerned with the alleviation of suffering. Now, he is a more martial deity who brings his wrath to bear on darkness and evil. Now he invigorates and heals those who champion the cause of good, and the stylized sun-face holy symbol is painted on shields and banners across the Flanaess.
Domains: Glory, Good, Healing, Strength, Sun
Weapon: mace

Rao
(The Mediator, The Calm God)
LG greater god of peace, reason, and serenity
Rao is shown as an old man with dark skin, white hair, slender hands, and a serene smile. Any time an offering of peace is made, Rao grows a day younger. Although he never intervenes directly on Oerth, Rao is the creator of several artifacts of good, particularly the Crook of Rao. He is a dedicated foe of Iuz, an ally of Zilchus, and is otherwise friendly with all other beings. He can cause any aggressive being to relax into an agreeable calmness with a glance, having thwarted even Nerull with this power in the past. His holy symbol is a white heart of wood or metal, or a heart-shaped mask with a calm expression.
Domains: Community, Good, Knowledge, Law, Luck, Purification
Weapon: light mace

Thursday, December 19, 2013

Shadowshore

Although relatively small, Shadowshore is perhaps the most notorious of Sasserine's districts. This strip of land nestled in the shadow of Champion's District has long been a haven for thieves, thugs, and criminals of all kind. Generally, the only people who live here are those poor enough that their homes hold no attraction to thieves or those who can protect their property by wit and muscle. The city watch has all but given up on Shadowshore, and as long as nothing particularly destructive arises from the district (such as fires or riots) they generally leave it to govern itself.

The representative noble of Shadowshore changes more often than any other, as the post is traditionally held by the family (or even the individual) strong enough to protect it from his enemies. Currently, the holder of this title is Emil Dracktus - certainly an assumed name. Rumor holds that the Dawn Council would rather have someone less crude and more reliable in this post. Someone like Vico Benevin of the Amedio Trading Concern, perhaps. Yet for now, no one (Vico included) has made a move on Emil.

The Black Market

While Sasserine's markets and shops feature a wide range of goods and services, some are not offered in the light of day. Those seeking hard drugs, dangerous animals, evil magic, slaves, or cheap (and probably stolen) goods won't find them for sale in sight of the city watch. Yet this does not mean these goods and services aren't for sale.

Sasserine has a strong black market, with venues located in all seven districts. In order to gain access to the black market, a character must make a DC 20 Gather Information check to learn the current location of that district's black market. In Azure District and Shadowshore, this is only a DC 15 Gather Information check, while in Champion's or Noble District, it's a DC 25 check. The Black Market is all but suppressed in Cudgel District - it's a DC 30 Gather Information check to find an outlet there. Failing this check by 5 or more indicates that the district watch hears of the character's interest in obtaining illegal goods and services. the results of this failure depend upon the nature of that district's watch.

Although the black market has no restrictions on the type of its goods or services, it is still bound by Sasserine's gold piece limit of 40,000. A character who wishes to buy something in excess of this value must either travel to a larger city or enlist the aid of an or importer to have the item purchased and delivered from elsewhere. An agent typically charges 5% finder's fee for such services.

Thieves' Guilds

A staple of most large cities, Sasserine is unusual in that it currently does not host a large, well-organized thieves' guild. In the years before the Sea Princes took hold of the city, a guild known as the Artful Parrots was Sasserine's largest band of robbers, cutpurses, and criminals. The Artful Parrots were also among the first victims of the Sea Princes, and within a year of their rule beginning, this guild had been obliterated completely.

During the Sea Princes rule, oppressive laws made thieves' guilds impossible to form. Now that Sasserine has regained her independence, though, the city is seeing a renaissance of organized crime. At this point, the dozens of small guilds are more interested in fighting each other for dominance, and the city watch keeps a wary eye on the activities of these groups but does little to intervene as long as they don't endanger the city's citizens. Word on the street, however, is that one group in particular has managed to establish itself as a force to be reckoned with - the Lotus Dragons. While the Lotus Dragons, if indeed they do exist, have yet to make their presence known to the city watch and civilians of Sasserine, the fact that minor guild activity has been tapering off over the last year lends validity to these rumors.

City Watch

The true slums of Sasserine, Shadowshore is where the desperate come to hide or die. The smallest of the districts, it's easy for citizens of other districts to look away at the trouble that commonly brews here. Members of other watches who prove too unruly or insubordinate are often reassigned to Shadowshore - more of a punishment than anything else. Corruption is rife among the Shadowshore Watch, who only patrol the shoreline and are known to be in the pocket of the ship barons of the district. Only the most blatant of crimes (arson, public assaults, and other highly-visible offences) are acted upon, making Shadowshore a haven for Sasserine's criminal elements.

Citizens

Shadowshore is where the dregs of Sasserine seep to. If you grew up here, you had a rough childhood, and may have been forced to kill someone in order to survive. You've certainly seen your fair share of dead bodies; they turn up often in the alleys or under the piers. If you're not the thuggish type, you either spent a lot of time hiding or developed a knack for fighting dirty. You may have been taken under the wing of one of the few semi-legitimate businesses to operate here, but more likely you're a true child of the streets. Faith is hard to come by here, but if you're a cleric you probably worship Olidammara, and you know that the god of thieves has some presence within these drooping slums.

Child of the Shadow [General]

You were raised in the streets and back alleys of Shadowshore and have refined several talents and tricks valuable to survival in this neighborhood.

District: Shadowshore

Benefit: You know Sasserine's black market quite well, and need not make checks to locate its outlets. Further, in other cities, you have a knack for rooting out the underground markets. You gain a +2 bonus on Diplomacy and Gather Information checks made to learn about a city's black markets.

Growing up on the filthy streets of Shadowshore has also gifted you with several tricks you can use to ensure survival. You gain a +2 bonus on Initiative checks on urban environments. You are also adept at fighting in confined areas, such as narrow city alleyways or crowded taprooms. Enemies cannot gain cover from you if they are in your reach; you can thus attack someone around a corner without penalty. A creature with total cover from you still receives all benefits of his cover.

Notable NPCs

Emil Dracktus (human male): The reprehensible Lord of Dracktus Manor and representative of Shadowshore on the Dawn Council is little better than a bandit lord.

Gregar Skeen (human male): Master of the Shipwright's Guild, Gregar has somehow managed to maintain control of the family business and interests despite generations of trouble with local roughs.

Jalpe Jinn (male half-orc): Jalpe Jinn is a likeable enough man who tends this shrine dedicated to one of Sasserine's most gifted historical figures, the dwarf Worgul (who succeeded in life as a merchant despite her hideous appearance).

Vico Bevenin (human male): Why one of Sasserine's richest men lives in Shadowshore is a mystery to everyone but him. Vico owns the Amedio Trading Concern, the most successful import/export firm in Sasserine.

Shadowshore Locations
  1. Shadowshore Garrison
  2. Shrine of Charmalaine (goddess of keen senses and narrow escapes)
  3. The Skinned Man (tavern)
  4. The Narrow House (inn)
  5. Shrine of St. Worgul (district church)
  6. Honest Brank's (moneylender)
  7. The House of Science (freak show and museum of oddity)
  8. Fishlip's Games (tavern/gaming hall)
  9. The Notched Axe (mercenary guild)
  10. Coffinsquatters (inn)
  11. Neldrek's Goods (general goods)
  12. Dracktus Manor (district representative)
  13. Trapmaker's Guild
  14. Gentle Nelli's (apothecary)
  15. The Velvet Hatch (brothel)
  16. The Plucked Parrot (inn/tavern)
  17. Alinara's Vixens (gaming hall)
  18. Amedio Trading Concern (import/export)
  19. Sailmaker's Guildhall
  20. Shrine of Kuroth (god of treasure and theft)
  21. Last Ditch Lovers (brothel)
  22. Gondola Waystation
  23. It Still Floats! (cheap boats and ships)
  24. Black Shield Company (mercenary guild)
  25. Shipwright's Guildhall
  26. Shank's Collectibles (cheap weapons)
  27. Sasserine Distillery (rum factory)
Deities

Charmalaine
(The Lucky Ghost)
N hero-goddess of keen senses, and narrow escapes
Charmalaine is a halfling hero-goddess who earned her nickname from her ability to leave her body to scout ahead in spirit-form. In this form, she is believed to warn halflling adventurers of impeding danger. Her holy symbol is a burning boot-print. Charmalaine is a young halfling woman with alert eyes, black oiled leather armor, and boots coated in mud. She carries a mace called Fair Warning and is usually seen with Xaphan, her ferret familiar. She is energetic, spontaneous, and fearless. Charmalaine's apotheosis was co-sponsored by Farlanghn and Brandobaris.
Domains: Luck, Protection
Weapons: maces

Kuroth
(The Master Thief)
CN hero-god of theft, and treasure-finding
Kuroth's symbol is a gold coin bearing the image of a key or a quill. Kuroth appears as an Oeridian man with a fancy mustache and medium-length black hair. He is occasionally accompanied by a ferret. Kuroth was sponsored to godhood by Olidammara.
Domains: Chaos, Luck, Trickery
Weapon: dart

Olidammara
(The Laughing Rogue)
CN intermediate god of rogues, music, revelry, wine, humor, and tricks
Olidammara loves upsetting those who are too attached to their boring and controlled worlds. He is shown as a brown-haired man of rakish appearance, olive skin, and merry eyes, although his magic laughing mask (and holy symbol) allows him to change his appearance. Zagyg once foreced him into the shape of a small carapaced animal and imprisoned him; the Laughing Rogue still retains the ability to form a protective carapace, and he has used it to thwart many aggressors and pursuers. He is friendly enough with other gods, although the lawful ones resent his capriciousness and tricks.
Domains: Celerity, Chaos, Luck, Mind, Trickery
Weapons: rogue weapons

Monday, December 16, 2013

Noble District

Noble District has traditionally been thought off as the city's ruling district, even though Castle Teraknian isn't technically a part of this district. Yet Sasserine's trust in its rulers has been shaken (see Sasserine's History below), and nowhere is that loss of faith more evident than in this district. Today, the citizens of Noble District spend too much time bickering with those of Champion's District and trying to organize their district into a self-sustaining society. Idle talk of seceding from Sasserine is commonplace in Noble District bars. The other districts increasingly view Noble District as a place of decadence and vanity, and eagerly await the district's fall under its own excesses.

Noble District's representative nobility is the Lidu family. With the end of the Teraknian family line over 100 years ago, the Lidus became the oldest noble family in the city. The family patriarch, Worrin Lidu, is a kind-hearted noble who may be too gentle and forgiving to succeed in Sasserine as a successful noble. His major concern today seems to be the reconciliation of the churches of Wee Jas and Kord.

Sasserine's History

No district is more aware of Sasserine's history than the citizens of Noble District. The city was founded over 700 years ago, in the year -124 CY by pilgrims from the north. This group was led by a visionary cleric of Wee Jas named Sasserine who died on the island now known as Ancestor Island in the heroic act of defending the pilgrims from a black dragon named Zelkarune. Sasserine's lover, a man named Teraknian, founded the city in her honor. Over the next several centuries the city experienced phenomenal growth, during which a line of rulers descended from Teraknian ruled Sasserine in conjunction with advice from the churches of Wee Jas and Kord. In the year of 480 CY, Lord Mayor Orren Teraknian ruled the city - a rule that allowed for no shades of gray. For the first time in centuries, the church of Wee Jas was stripped of its power as fabricated charges of devil-worshiping saw to the arrest, imprisonment, and even execution of its faithful. Just as Orren's rule became unbearable, a great fleet of ships arrived - representatives of the Hold of the Sea Princes to the north. Promising an end to Orren's cruel rule, the invaders were aided in their assault of the city from within as the citizens rose up in rebellion. Orren Teraknian was overthrown and the Sea Princes claimed Sasserine as their own. Over the century to come, Sasserine's resources were savaged. The Sea Princes kept Sasserine a secret from the rest of the world, hoping to hide the valuable port from invaders by destroying any references to it they could find. Spies infiltrated cartographer's guilds and libraries throughout the world, altering maps and sea charts with magic. Ship captains who knew the route to the city were bought off or murdered. Sasserine suffered in these 100 years, but the underlying spirit of her citizens did not die. Their prayers were finally answered in 584 CY, when the Scarlet Brotherhood assassinated nearly all of the Sea Princes. The resulting turmoil threw Sasserine into chaos. Without the support of their homeland, the leaders of the city were overthrown in a fortnight. In the decade since their freedom, the people of Sasserine have rebuilt their city with astonishing success.

City Watch

The Noble's Watch are masters of subtlety. They do not patrol the streets of Noble District openly, as the local citizens have long since made clear their distaste for seeing guards in public places. As a result, the Noble's Watch do their job undercover, posing as travelers, entertainers, merchants, or even petty nobles as the case demands. Newcomers to Sasserine seeking a place to ply criminal acts may be tempted by the seeming lack of guards in this district, but the Noble's Watch wastes no time dealing with crime as it appears. This, combined with the fact that anyone nearby could be the law, makes Noble District one of the safest in Sasserine.

Citizens

If you're from Noble District, you're not necessarily the member of a minor noble house, although if you're not, you probably have friends or associates who are. You may be from the middle class, in which case your family serves one of the noble families in some regard. Or your family could be involved in the arcanist scene, in which case you are no stranger to magic. Finally, you may be a student at the House of the Dragon, recently graduated (or worse, flunked out) from higher education. Citizens of Noble District are clean, cultured, and eschew physical labor, preferring to hire muscle or use magic to take care of tough jobs. You likely worship Wee Jas. If you worship Kord, you keep your faith secret. If you're a specialist wizard, you've probably chosen conjuration, enchantment, illusion, or necromancy as your field. Other specialist wizards are not unheard of, but those who opt to specialize as evokers or transmuters are often thought of as blowhards with something to prove.

Academy Graduate [General]

You attended one of several academies in this district, during which you were schooled in the finer arts of being an aristocrat.

Prerequisite: 1st level only

District: Noble

Benefit: Pick any three Charisma- or Intelligence-based skills. These three skills are always considered class skills for you.

In addition, you gain a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks, and may use these skills untrained.

Knack for Magic [General]

Magic is not that mysterious to you, and its gifts have made your life a little easier.

District: Noble

Benefit: You gain a +2 bonus on Spellcraft skill checks. In addition, you have an innate talent for magic, granting you the following spell-like abilities as a 1st-level caster: 1/day - detect magic, light, and prestidigitation.

Dawn Council?

Witchwwardens?

Notable NPCs

Annah Teranaki (female human): Annah is the shrill and aging high-priestess of the temple of Wee Jas. A recent scandal involving her protege Embril Aloustinai in the city of Cauldron has tarnished the church's reputation.

Kiva Willowtop (female halfling): Kiva is the mistress of the Cartographer's Guild.

Lux Seoni (human female): Lux is the mysterious (and somewhat frightening) mistress of Witchwarden Tower.

Nylaria Absalee (human female): Nylaria, the manager of the Sasserine Opera House, is a huge woman who takes advantage of her ample frame to display outlandish dresses and hair styles. She fancies herself everyone's friend, even though the feeling is not always mutual.

Worrin Lidu (human male): Lord of Lidu Manor and representative of Noble District on the Dawn Council, many worry that Worrin has grown too soft in his advancing years to be an effective leader.

Zebula Meravanchi (human male): Zebula is a minor noble whose family's interests run to the decadent and extreme ends of entertainment.

Noble District Locations
  1. Highwall House (Knowledge [geography] sage)
  2. Shrine of Lirr (goddess of poetry and art)
  3. Witchwarden Tower (arcanist's guild)
  4. Shrine of Lendor (god of time and study)
  5. Actor's Guildhall
  6. Shrine of Myhriss (goddess of love)
  7. High Market (general goods, exotic wares, jewelry, magic)
  8. The Pearl and the Parrot (tavern/inn)
  9. Imp's Folly (tavern/gaming hall)
  10. Musician's Guildhall
  11. Sasserine Opera House
  12. Coffinmaker's Guildhall
  13. Meravanchi Manor (minor noble)
  14. House of Lords (Knowledge [nobility and royalty] sage)
  15. Shrine of Lydia (goddess of music)
  16. Courtesan's Guildhall
  17. House of the Dragon (school and library)
  18. Lidu Manor (district representative)
  19. Instrument Maker's Guildhall
  20. Cartographer's Guildhall
  21. The Curious Chimera (bookstore)
  22. Thenalar Academy (finishing school)
  23. Cloudcrystal Academy (finishing school)
  24. Shrine of Boccob
  25. Noble Garrisson
  26. Callisto's Needle (tattoo parlor and Knowledge [the planes] sage)
  27. Blenak's Bazaar (magic shop and Knowledge [arcana] sage)
  28. Temple of Wee Jas
  29. The Crystal's Whisper (curio shop)
  30. Ancestor's Rest (inn)
  31. Whispers on the Wind (fortune teller)
  32. Sasserine Crematorium
  33. Scarlet Spire (tomb of Sasserine, city founder)
 Deities

Boccob
(The Uncaring, Lord of All Magic, Archmage of the Deities)
N greater god of magic, knowledge, arcane knowledge, foresight, and balance
Boccob is known throughout the Flanaess, oversees the maintenance of magic's existence on Oerth, and is interested in the creation of new magic items and spells (he is said to have a copy of every magic item made by mortals). He sees that Oerth's magic is declining and will eventually fade away; he combats this effect and suspects that Tharizdun is responsible. He is distant from all other gods save his servant Zagyg. Shown in purple robes with shimmering runes of gold, Boccob carries the first staff of the magi; an eye within a pentagram is his symbol.
Domains: Knowledge, Magic, Mind, Oracle, Trickery
Weapon: quarterstaff

Lendor
(Prince of Time, Master of Tedium)
LN intermediate god of time, tedium, patience, and study
Lendor, the leader and progenitor of the Suel pantheon, is depicted as a white-haired and bearded older man. Largely withdrawn from the affairs of the world to care for larger issues, Lendor considers himself superior to other gods and especially to his children, as he has the ability to banish any of his children or undo their magic. A blow from his flaming sword Afterglow is said to be the force that started the flow of time at the dawn of the universe. His holy symbol is a crescent moon in front of a new moon surrounded by fourteen stars (sometimes less or more).
Domains: Knowledge, Law, Protection
Weapons: piercing and slashing weapons

Lirr
(Lady Poet, The Lorekeeper)
CG lesser goddess of poetry, prose, literature and art
Lirr is shown as a fresh-faced Oeridian woman with long black hair and dark blue eyes. Her symbol is an illustrated book, and she carries a tome with her that can show any poetry, prose, spell, or artwork ever created. She works favorably with any being that respects knowledge, learning, and the arts, but she opposes those that would destroy art and knowledge or hide it. Many Oeridian sorcerers and wizards worship Lirr, particularly those who despise Delleb's conservative and reclusive nature.
Domains: Chaos, Good, Knowledge, Magic, Travel
Weapons: rapier, shortspear

Lydia
NG lesser goddess of music, knowledge, and daylight
Lydia is a wise Suel goddess, shown as a dynamic older woman with white hair and clear blue eyes. Her symbol is a spray of colors from an open hand. She interacts with many other gods, exchanging information and songs. In some ways she is the converse of Pholtus, pressing for individual liberty so that others may see the light of truth without being blinded by it; this pleases Trithereon, who also strives for the freedom of the individual.
Domains: Good, Knowledge, Sun, Travel
Weapon: shortspear

Myhriss
(The Thrice-Kissed, Maid of Light and Dark)
NG lesser goddess of love, romance, and beauty
Myhriss is shown as a Flan woman just reaching adulthood, a garland of flowers in her hair, or else as a fair-skinned, dark-haired provocative beauty or a sun-blonde tanned woman of approachable prettiness. Her dark-haired form is associated with the whip, her other aspect favors the shortbow. She is friendly and affectionate toward all benign gods but avoids those who are hideous, crude, or hateful. Although Wee Jas dislikes her, Myhriss appreciates the vain Suel goddess for her obvious attractiveness.
Domains: Good, Healing, Protection
Weapons: shortbow, whip

Wee Jas
(The Witch Goddess, Ruby Sorceress, Stern Lady, Death's Guardian)
LN or LE intermediate goddess of death, magic, vanity, and law
Wee Jas is portrayed as a stunning woman dressed in a beautiful gown, wearing some piece of jewelry with a skull motif. She promotes the utilization of spells and magic items (though many of her Suel followers insist she favors the creation of such things). She gained her death aspect when the survivors of the Rain of Colorless Fire looked to their goddess of magic for assurance that the dead were being escorted to the afterworld. Her allies are the lawful Suel gods while the chaotic ones are her enemies (except Norebo, who is her lover despite their philosophical differences). She respects Boccob, dislikes the beauty goddess Myhriss, and ignores most other deities. Her symbol is a red skull, sometimes in front of a fireball.
Domains: Death, Domination, Law, Magic, Mind
Weapon: wizard weapons

Saturday, December 14, 2013

Merchant District

Sasserine's heart, and perhaps even its soul, is lodged firmly in Merchant District. The first district most visitors reach, it's often the only one they need ever explore. Merchant District shops run the gamut from simple grocers to specialized buildings like potion emporiums, dagger sellers, exotic pet dealers, and magic item bazaars.

Merchant District's representative nobility are the Arabanis. Lady Anwyn Arabani is an eccentric noblewoman who has a strange fascination with drow, and even claims to have drow ancestors (although her relatively pale skin would indicate otherwise). She's quite popular, as she goes above and beyond to ensure that the people of Merchant District have fair representation in the Dawn Council. She entertains many suitors, but has yet to settle on a single person to share her estate.

City Watch

The Merchant's Watch is perhaps the most efficient of the seven watches. Corruption appears here and there, but the leadership is honest and does its best to maintain a crime-free environment. This is the busiest district tin the city, and minor crimes are generally ignored, allowing the watch to focus its attention on larger problems. The Merchant Garrison isn't the largest among the seven watches (that honor goes to the Champion's Watch), but it's certainly the most justly run of the seven.

Citizens

If you're from Merchant District, you could be from anywhere. You may have grown up in Sasserine, or you might have only recently come to the city on the decks of a ship from anywhere else in the world, in which case your reasons for staying can be as varying as your actual homeland. Natives of Merchant District likely come from merchant families, or grew up the children of innkeepers or bartenders. You're probably a very social creature, and the thought of isolation or the natural world fills you with nervous fear. If you're a cleric, you might worship Fharlanghn, but in actuality this district is a melting pot of faiths.

Merchant's Tongue [General]

Growing up around the merchants of this district made you glib and gave you a keen eye for value.

District: Merchant

Benefit: You have already made quite a bit of money,and have a knack for making more. If you take this feat at 1st level, you gain a one-time bonus of 300 gp to your starting cash. In addition, whenever you sell an object, you can make an opposed Diplomacy check to automatically sell an object for 5% over its asking price.

The Seekers?

Notable NPCs

Alma Telvanta (female human): An exotic and intriguing woman, Alma runs the prestigious Telvanta Dance Academy.

Anwyn Arabani (female half-elf): Lady of Arabani Manor and representative of Merchant District on the Dawn Council.

Blisker Tittertop (male gnome): Blisker is the master of the Alchemist's Guild; his mark can be seen on nearly every potion and alchemical item sold in Sasserine.

Dhalven Miomar (male human): Lord of the Merchant's Guild, Dhalven is a gifted public speaker.

Feldus Selvant (male human): Feldus is the soft-spoken caretaker of the Seeker's Lodge. He is often gone from Sasseerine for months at a time on adventures.

Lavinia Vanderboren (female human): Thrust into the responsibilities of nobility, young Lavinia's parents perished in a terrible fire and her brother has vanished from the public eye, leaving her to tend to her estate's needs all on her own.

Lirali Woarali (female half-elf): Keeper of the Temple of Fharlanghn, Lirali's congregation is small, but she seems like a friendly enough woman.

Velkandar Toregson (male human): Eldest son of the Toregson family, Velkandar runs the Smith's Guildhall.

Merchant District Locations

  1. The Ticklish Ogre (tavern)
  2. Fenter's Place (inn)
  3. Locksmith's Guildhall
  4. The Dancing Monkey (curio shop)
  5. The Metal-Skinned Dwarf (fine armor)
  6. Seeker Lodge
  7. Fishback Market (general goods, seafood, trinkets, jewelry)
  8. Gondola Waystation
  9. Viltashel's Favors (moneylender)
  10. Baker's Guildhall
  11. Temple of Fharlanghn (district church)
  12. Harbor Market (general goods, imported goods, minor magic, food, entertainment)
  13. Candlemaker's Guildhall
  14. Marketplace Hall
  15. Jeweler's Guildhall
  16. Glassblower's Guildhall
  17. Gemcutter's Guildhall
  18. Shrine of Zilchus (god of money and business)
  19. Merchant's Guildhall
  20. Gondola Waystation
  21. The Drunk Bear (tavern/mead shop)
  22. Weaver's Guildhall
  23. Glittermane's Vault (magic shop)
  24. Shrine of Celestian (god of the stars and wanderers)
  25. Gregair's Place (tavern/gaming hall)
  26. Cobbler's Guildhall
  27. Corner Groceries (general goods)
  28. Gondola Waystation
  29. Shrine of Geshtai (goddess of rivers and wells)
  30. Spicemerchant's Guildhall
  31. Tavernkeeper's Guildhall
  32. Shrine of Trithereon (god of individuality and liberty)
  33. Basketweaver's Guildhall
  34. Orimander's Emporium of the Soul (magic shop/bookshop)
  35. Tailor's Guildhall
  36. Telvanta Academy (prestigious dance school)
  37. Shrine of Ralishaz (god of misfortune and ill luck)
  38. Costumes and Fantasies (exotic clothing/costumes)
  39. Scrivener's Guildhall (scribes)
  40. Venton's (sage - Knowledge [local])
  41. Leatherworker's Guildhall
  42. Smith's Guildhall
  43. Sasserine Tours (guides to the city)
  44. Shrine of Bleredd (god of metal and smiths)
  45. Cooper's Guildhall
  46. The Singing Rose (perfumes and oils)
  47. Barber's Guildhall
  48. Alchemist's Guildhall
  49. Butcher's Guildhall
  50. Scavenger's Guildhall (finders of lost objects)
  51. Gondola Waystation
  52. Teamster's Guildhall
  53. The Painted Vixen (brothel)
  54. Wheelwright's Guildhall
  55. The Rusty Pirate (tavern)
  56. Launderer's Guildhall
  57. Tanner's Guildhall
  58. Shrine of Dalt (god of doors, locks, and keys)
  59. The Bent Goblin (inn)
  60. The Upwards House (sage - Knowledge [architecture and engineering])
  61. Rooftop Solutions (messenger service)
  62. The Warden's Vault (moneylender)
  63. Fifteen Horses and a Mule (tavern)
  64. Cages of Plenty (exotic pets)
  65. Merchant's Garrison
  66. Innkeeper's Guildhall
  67. Riverman's Guildhall (gondola service)
  68. The Crimson Genie (brothel)
  69. Heinvar's Baths (bathhouse)
  70. Arabani Manor (district representative)
  71. Krexin Imports (exotic imports)
  72. The Strumpet's Excuse (inn)
  73. Coins from Above (moneylender)
  74. The Minx Market (brothel)
  75. Domaskio's Consortium (puppets and toys)
  76. Featherwhisper's (bathhouse)
  77. Barrister's Guildhall
  78. The Inner Labyrinth (occult books)
  79. Vanderboren Manor (minor noble)
  80. Gondola Waystation
Deities

Bleredd
(The Iron Mule)
N lesser god of metal, mines, and smiths
Bleredd is known throughout the Flanaess. He taught iron-working to the Oeridians and his worship has spread throughout the Flananess. He cares little for talk, preferring to work in his shop and fashion metal works of art; he created many of the weapons his godly family uses, including that of his wife, Ulaa. His hammer Fury is thought to be the inspiration for the first hammers of thunderbolts forged by humans. Occasionally he accepts small groups of students and unlocks the gift of mastering metal in them. His holy symbol is an iron mule, reflecting his patience and endurance.
Domains: Earth, Fire, Strength
Weapon: warhammer

Celestian
(The Far Wanderer)
N or NG intermediate god of astronomy, stars, space, and wanderers
Celestian  is a benign Oeridian god. The brother of Fharlanghn (his once close ally), he chose the distances of the stars and planes rather than Oerth. He appears as a middle-aged man of completely black coloration, always wearing his symbol: a piece of jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond. He has few ardent worshipers on Oerth, but counts among his following the many strange beings that live in and above the starry night.
Domains: Knowledge, Oracle, Protection, Travel
Weapon: shortspear

Dalt
CG lesser god of portals, doors, enclosures, locks, and keys
Dalt was forgotten for many years while he sought to free his brother Vatun; he is once again recognized as a god, although still primarily venerated by the Suloise people in the southeast. He talks with other gods of the Flanaess (except Telchur) in order to solicit help in his quest. Dalt is shown as an old man with wild white hair and piercing eyes or as a red-haired young thief. His symbol is a locked door with a skeleton key under it.
Domains: Chaos, Good, Protection, Travel, Trickery
Weapon: dagger

Fharlanghn
(The Dweller on the Horizon)
N or NG intermediate god of horizons, roads, travel, and distance
Fharlanghn is shown as a seemingly old man with leathery, wrinkled skin and young-seeming bright green eyes. Brother of the Oeridian god Celestian, he is on amiable terms with nonevil earth gods and several nature gods, and is sometimes tied to Atroa. His symbol is a wooden disk carved with the curved line of the horizon, and he carries a magical version of this symbol called the Oerth Disc. He is the patron of those who walk or ride long distances (including travelers in tunnels, and as such is praised by those who must use mountain passes or travel the Underdark).
Domains: Celerity, Luck, Protection, Travel, Weather
Weapon: quarterstaff

Geshtai
(Daugher of the Oasis)
N lesser goddess of rivers, lakes wells, and streams
Geshtai is depicted as a young Baklunish woman standing in a pool of water, often holding a clay water jug. Her pet fish, Gumus, summons water creatures to fill her. Revered today by nomads, travelers, and farmers in Baklunish lands, her temperament is moderate and she treats all others with care and patience. She dislikes fiery gods and proponents of disease and poison, especially Pyremius. Her symbol is a watersprout.
Domains: Plant, Travel, Water, Weather
Weapons: spear and shortspear

Ralishaz
(The Unlooked For)
CN or CE intermediate god of chance, ill luck, misfortune, and insanity
Ralishaz is ever-changing (hideous to beautiful, female to male), but he usually appears as an oddly dressed beggar. He carries nothing but his wooden staff; his holy symbol is three sticks of bone, derived from divination and gambling tools. He rewards or punishes those that rely on chance or take great risks, seemingly at random. He is the god of insanity; many debate whether his appearance and whims are truly random or just madness. He shuns other gods, although he does not seem to be hateful of them.
Domains: Chaos, Destruction, Luck
Weapons: wooden weapons

Trithereon
(The Summoner)
CG lesser to intermediate god of individuality, liberty, retribution, and self-defense
Trithereon is shown as a tall well-built young man with red-gold hair, clad in a chainmail shirt and blue or violet clothes. His symbol is the rune of pursuit, representing his relentlessness in hunting down oppressors and tyrants. He is famous for his three great magic weapons (the shortspear Krelestro, the Harbinger of Doom; the sword Freedom's Tongue; and the scepter called the Baton of Retribution) and his three summoned animals (Nemoud the Hound, Harrus the Falcon; and Carolk the Sea Lizard). He fights evil and oppressive law, so he sometimes opposes other good-aligned deities such as Heironeous and Pholtus.
Domains: Chaos, Good, Liberation, Protection, Strength, Summoner
Weapons: spear, shortspear, longsword and greatclub

Zilchus
(The Great Guildmaster, The Money Counter)
LN intermediate god of power, prestige, money, business, and influence
Zilchus is a popular Oeridian god, depicted as a well-dressed Oeridian man of plain appearance but great wealth. Husband of Sotillion, brother of Kurell, ally of Rao, Zilchus has many contacts that reflect his ability to establish relationships that are vital to any businessman. A busy god, he has little time for frivolous pursuits, but is knowledgeable in such things because it allows him to influence others. He acts as a dealmaker between gods, finalizing agreements once Rao convinces warring parties to talk. His symbol is hands clutching a bag of gold.
Domains: Knowledge, Law, Trickery
Weapon: dagger

Sunday, December 8, 2013

Cudgel District

Cudgel District is primarily a residential district. Due to the vigilance of the local watch and the church of St. Cuthbert, it's also the safest district in Sasserine. The citizens of Cudgel District know this, yet they are not a soft people; they remain ever vigilant to the threat of attack from without in the form of bullywugs or pirates, or from within in the form of thieves and traitors.

Cudgel District's representative nobles are the Taskerhills. Although they're hardly the oldest noble family in Sasserine, the Taskerhills are easily the richest. Their ownership of Thunder River Lumber has ensured a constant inflow of profit for hundreds of years. The current patriarch of this noble family is a man named Kalmadar Taskerhill. A recent scandal involving his older brother, a noble of the nearby city of Cauldron, has done some unfortunate damage to the family name, and Kalmadar's primary concern today is to repair this damage in any way he can. As a result, he's been spending a lot of time away from home visiting his brother's family.

Although St. Cuthbert's the official religion of Cudgel District, a smaller shrine has been attracting a fair amount of attention lately. This is the mysterious Church of the Whirling Fury, located in northern Cudgel District on the aptly named Fury Street. The front doors of this church bear a set of chains fixed with a padlock, and there are no windows in the church's stone walls. Locals say they've seen people entering and exiting the church using silver keys to unlock the chains, but no one's been brave enough to investigate further. Rumors of demon worship, live sacrifices, and worse circulate about the church, yet the priests of St. Cuthbert remain curiously close-lipped about the matter. Father Ruphus Laro of St. Cuthbert says only that he's keeping his eye on the Church of Whirling Fury, but that it does not pose a threat to the city.

The people of Cudgel District are a watchful, laconic lot. They have little patience or tolerance for the rough and coarse lifestyle led by most adventurers. Merchants, innkeepers, and bartenders in Cudgel District often charge up to 200% over normal prices for customers dressed like adventurers (typified by openly wearing weapons or armor).

City Watch

In some ways, the Cudgel Watch are similar to the Champion's Watch. Both are closely tied to their district's official faith (in this case, St. Cuthbert), both present regular patrols in uniform, and both are fiercely loyal. Yet the Cudgel Watch is more concerned with preventing criminal activity than any other watch in Sasserine, to the extent that they sometimes overstep their bounds. Tales of wrongful imprisonment abound here, although the Cudgel Watch maintains that such cases are rare as a result. The citizens of Cudgel District are the least flamboyant and outgoing of the people of Sasserine, making the district a draw for those not interested in the bustle of city life. Criminal activity in Cudgel District is more prevalent along the borders between Cudgel and Shadowshore and Merchant District. Of the watches, the Cudgel Watch is the most likely to pursue criminals into other districts or meddle into other districts' watch affairs, making them the least liked district watches.

Citizens

If you're from Cudgel District, it's possible you've never left Sasserine. Indeed, it's possible you've never even left Cudgel District. The outer world is a place of mystery and perhaps fear for you, yet you may be equally intrigued by its lures. You likely worship St. Cuthbert, or perhaps Kord. Another church exists in your district, the Church of the Whirling Fury, but chances are that even if you are curious about what they have to offer, you haven't figured them out...yet. If you're a ranger, your favored enemy is probably humanoid (humans), as you've learned that humanity has the greatest capacity for evil and treachery. Of the seven districts, the citizens of Cudgel are the least likely to seek an adventurous lifestyle. Those who do become adventurers are viewed by family and neighbors as black sheep.

Suspicious Eye [General]

You are always on the lookout for treachery and wrongdoing, like many of the other people from Cudgel District.

District: Cudgel

Benefit: You get a +2 bonus on Sense Motive skill checks. In addition, the DC to take an object from you through the Sleight of Hand skill is increased to 25. You still receive the normal opposed Spot skill check to notice the attempt, and if you make this Spot check, you may immediately make an attack of opportunity on the target who was attempting to pick your pocket. If someone attempts the feint combat maneuver on you, you gain a +4 bonus on your Sense Motive check to avoid the feint.

Normal: The DC to take an object from a character through the Sleight of Hand skill is 20.

Church of the Whirling Fury?

Notable NPCs

Gerialar Divalean (human male): Abbot of the peaceful House of Violets, Gerialar admits few visitors to his monastery. Those few who have visited tell tales of a place of serenity, shielded from the bustle of the surrounding city by magical curtains that block sound

Kalmadar Taskerhill (human male): Lord of Taskerhill Manor and representative of Cudgel District on the Dawn Council. Kalmadar is possibly the richest man in Sasserine.

Ruphus Laro (human male): Father Ruphus Laro took up the mantle of the high priest of the church of St. Cuthbert after the recent death of Father Ilthan Forn. Ruphus is kind, young, and energetic.

Tenkar Gritbeard (dwarf male): A gregarious and barrel-chested dwarf, Tenkar is the leader of the Stonemason's Guild. He and his fellow stonemasons are tasked with the upkeep of Sasserine's city wall, and as such are one of the more powerful guilds in town.

Cudgel District Locations

  1. Cudgel Lighthouse
  2. Streetsweeper's Guildhall
  3. Carpenter's Guildhall
  4. Tentooth's Taphouse (tavern)
  5. Enad's Trickery (curio shop)
  6. The Barrelhouse (tavern)
  7. Low Market (general goods)
  8. Fast Vera's (tavern)
  9. Welcome Home (home sales)
  10. Bent Bertha's (tavern)
  11. Little Sunrises (magical light sources)
  12. Cudgel Garrison Adjunct
  13. The Thrice-Born Phoenix (inn)
  14. Church of the Whirling Fury
  15. The Silverlode (tavern)
  16. Building by Design (construction)
  17. Eva's Boat Rentals
  18. Tharvel's Hides (fine hides and leather goods)
  19. The Legless Stork (tavern)
  20. Marshwarden's Hall (guides for local marshes)
  21. Three Thin Cats (general goods)
  22. Black Crab (brewery)
  23. The Painted Hare (tavern)
  24. The Sacred Hound (dog trainers)
  25. Shrine of Fortubo (god of stone and guardianship)
  26. Shrine of Garl Glittergold
  27. Ratcatcher's Guildhall
  28. Cudgel Garrison Adjunct
  29. Stonemason's Guildhall
  30. The Whispering Anvil (tavern/inn)
  31. Shrine of Moradin
  32. Temple of St. Cuthbert (district church)
  33. Gondola Waystation
  34. Fishfood (tavern)
  35. Delthar's Protections (fine weaponry)
  36. Selder's Sales (cheap novels)
  37. Chimneysweep's Guildhall
  38. Purifier's Guildhall (water tower maintenance)
  39. The Rasp (tavern)
  40. The Unexpected Monkey (tavern)
  41. West Market (general goods, lumber, livestock)
  42. Sesker's Whiskers (brewery)
  43. Cudgel Garrison Adjunct
  44. Stirge in the Stew (tavern)
  45. The Burning Dragon (inn)
  46. Gondola Waystation
  47. Cudgel District Hall of Records
  48. Taskerhill Manor (district representative)
  49. Cudgel Garrison
  50. Laughing Shark (brewery)
  51. Crab Pond Ale (brewery)
  52. Hathgak's (general goods)
  53. Shrine of Yondalla
  54. House of Violets (monastery)
  55. Gilvery's Goods (general goods)
  56. Lumberjacker Ale (brewery)
  57. Emerald Journeys (guides for the Amedio Jungle)
 Deities

Fortubo
LG or LN lesser god of stone, metals, mountains, and guardianship
Fortubo was once a Suel god but abandoned that race in favor of dwarves when he found that the Suel were responsible for the creation of the evil derro. He is friendly with the gods of the dwarven pantheon but avoids all other gods except his brother Jascar. His holy symbol is a glowing-headed hammer, and his personal weapon is a great hammer named Golbi that returns to his hand when is thrown and is said to be a gift from the dwarf god Moradin. He is shown as a small bearded Suel man who resembles a dwarf.
Domains: Earth, Good, Law, Protection
Weapon: warhammer

Garl Glittergold
(The Joker, The Watchful Protector, The Priceless Gem, The Sparkling Wit)
NG greater deity of gnomes, humor, wit, illusion, gemcutting, and jewelrymaking
The deity of gnomes, Garl Glittergold, appears as a handsome, golden-skinned gnome with glittering gemstones for eyes. He is well dressed, usually in a silk jacket with long tails and silk hose. He always wears lots of gold jewelry and accoutrements. Garl Glittergold discovered the gnomes ans led them into the world. Since then, he has been their protector. He is renowned for the jokes and pranks he pulls on other deities, though not all his victims laugh off his jests. Garl once collapsed the cavern of Kurtulmak, the deity of the kobolds. Since then, the two deities have been sworn enemies. His holy symbol is a nugget of gold.
Domains: Community, Creation, Good, Protection, Trickery
Weapon: battleaxe

Moradin
(The Soul Forger, Dwarffather, The All-Father, The Creator)
LG greater deity of dwarves, creation, smithing, engineering, and war
The deity of dwarves, Moradin, usually appears as a stern-faced male dwarf with a powerful build. His upper body is particularly robust, with a barrel chest, wide shoulders, and arms corded with big muscles. He has flowing black hair and a beard to match, and he always wears full plate armor. He carries a shield and a warhammer. Moradin forged the first dwarves out of metal and gems and breathed life into them. His holy symbol is a hammer and anvil.
Domains: Creation, Earth, Good, Law, Protection
Weapon: warhammer

St. Cuthbert
(St. Cuthbert of the Cudgel)
LN or LG intermediate god of retribution, common sense, wisdom, zeal, honesty, truth, and discipline
St. Cuthbert may have once been a mortal man as his worshipers claim, but if so it was long ago and from an unknown people. His three prominent symbols are a starburst of rubies, a wooden billet, or a crumpled hat, and while he takes many forms (including that of a common yokel or white-haired mustached man in plate mail) he usually is shown with a bronzewood cudgel. He reacts favorably to other lawful nonevil deities, although he has a great rivalry with Pholtus.
Domains: Destruction, Domination, Good, Law, Protection, Strength
Weapon: mace, club

Yondalla
(The Protector and Provider, The Nurturing Matriarch, The Blessed One)
LG greater deity of halflings, explorers, and pioneers
The deity of halfllings, Yondalla, appears as a strong female halfling, with a proud bearing. She dresses in green, yellow, and brown, and always carries a shield. Yondalla is the creator and protector of the halfling race. Her holy symbol is a shield bearing cornucopia (horn of plenty).
Domains: Community, Creation, Good, Law, Protection
Weapon: short sword

Saturday, December 7, 2013

Champion's District

Champion's District towers over Sasserine's western skyline, a district of soldiers, gladiators, mercenaries, and warriors who follow in the footsteps of the city's first lord-mayor, a priest of Kord named Teraknian. Champion's District has a not-so-friendly relationship with the Noble District, and citizens see themselves as the true and rightful leaders of the city.

Champion's District's representative nobles are the Lorchesters, old blood who have been established in Sasserine nearly from the city's foundation. The family's patriarch, Neldrak Lorchester, is generally though to be a bit too scheming for his own good. The Lorchesters have recently clashed with the Cudgel District's Taskerhill family over ownership of Thunder River Lumber. Closer to home, they've been at odds with another Champion's District noble family, the Toregsons. Rumors hold that the source of the conflict between the Lorchesters and the Toregsons has something to do with the Smith's Guild.

Also of note in the Champion's District is the Scarlet Embassy.This relatively new structure os the home of one Anteki Alresian, an ambassador to the sinister and (some would say) untrustworthy Scarlet Brotherhood. Anteki's presence in the city, and in Champion's District, has been nothing but positive on the surface - he's donated a fair amount of resources to public works, and the Embassy has an open door policy for visitors. Still, rumors abound that the Embassy is nothing more than a front used by the Scarlet Brotherhood to lull Sasserine into a false sense of security for a Brotherhood assault from the sea.

Gladiatorial Challenges

The Sasserine Arena is one of the most popular entertainment venues in Sasserine. Fights are scheduled at minimum once per week by an organization of mercenaries, hunters, and explorers known as Zelkarune's Horns. Fights in the Sasserine Arena are generally not to the death, but are often used to settle debts or conflicts between people or organizations. At other times, Zelkarune's Horns sponsor what are known as "Dragon Challenges", in which local heroes and mercenaries fight against dangerous creatures. The Horns are said to be preparing a yearly event that pits numerous teams of gladiators against each other, modeled after the world-famous "Champion's Games" held yearly in the Free City of Greyhawk far to the north, although they have yet to announce a date for the first competition.

City Watch

The Champion's Watch are the most militant of the seven watches. Their members patrol the streets of Champion's District in full uniform on regular schedules; their presence in the district is as much for show as for law enforcement. Members of the Watch are expected to take part in Arena events monthly, with any winnings being split with the church of Kord. The Champion's Watch looks down (literally and figuratively) on the Shadowshore Watch, regarding them as little better than the criminals they know populate that district. Of the seven watches, the Champion's Watch comprises the most loyal and incorruptible members; their high pay and moral render internal corruption all but unknown.

Citizens

If you're from Champion's District, you may belong to a minor noble family, and have probably been to the Sasserine Arena several times. You might know someone who has fought in the arena, and you may have desires to test your mettle there someday. Alternately, you may be interested in exploring the Amedio Jungle to try to gather trophies (living or dead) for Zelkarune's Horns. If you're of a less martial bent but still hail from this district, perhaps you have some ties to the Scarlet Embassy. Although it's unlikely you're fully a member of the Scarlet Brotherhood, the Embassy has been known to accept locals as agents or apprentices from time to time. You likely worship Kord, or possibly St. Cuthbert. If you worship Wee Jas, you keep your faith personal and close to your chest.

Arena Blood [General]

The blood of an Arena champion flows in your veins, giving you a thirst for glory and a drive to succeed.

District: Champion's

Benefit: You get a +2 bonus on Intimidate skill checks. In addition, whenever you successfully demoralize an opponent using the Intimidate skill during combat you are immediately healed of 1d4 points of nonlethal damage.

You also gain a +2 morale bonus on grapple checks, sunder attempts, trip attempts, bull rush attempts, and disarm attempts if you are aware of any noncombatants observing a fight you are participating in.

Steadfast Loyalty [General]

Self control and discipline are the birthright of many who grow up in Champion's District, and you strive to uphold these ideals.

District: Champion's

Benefit: You get a +2 bonus on Will saving throws against charm, compulsion, and fear effects. In addition, if you have the Leadership feat, your leadership score increases by +1.

The Scarlet Brotherhood

Symbol: A four-pointed wavy armed black cross on a field of red.

Background, Goals, and Dreams: The Scarlet Brotherhood is a society of fighting monks, rogues, and assassins dedicated to rebuilding the Ancient Suel Empire on the backs of their racial and cultural inferiors. The Brotherhood traces its history more than a thousand years, when the great human Suloise Empire stood at the zenith of five millennia of cultural accomplishment. The society survived the empire's conflagration in the devastating Rain of Colorless Fire, migrating east across the continent and settling in the forbidding Tilvanot Peninsula. Since that disaster, the Brotherhood has schemed in secret to preserve the culture and way of life of the Suel Imperium. In a recent continental war the Brotherhood struck from the shadows to conquer several maritime nations, including the Sea Princes who once held Sasserine. As a result Brotherhood agents are tolerated - barely - in the city, where they focus on issues of trade and exploration and claim interest in working with - rather than against - the citizens.

Enemies and Allies: Members of the Scarlet Brotherhood present themselves to the outside world as contemplative advisers and martial artists. The organization's monopoly of Oerik's southeastern seas gives them considerable economic influence, and their colonial outposts reach as far as the southwest of Hepmonaland and deep into the Vohoun Ocean. Outside their expanding empire their members are considered spies and must live in hiding.

Members: With almost no exceptions, members must be humans of Suel extraction. The Brotherhood occasionally dupes members of other races into acting as their catspaws, but seldom allows those of unpure lineage to join the organization. Members may worship only Suel deities such as Kord and Wee Jas.

Type: Government (racial)

Scale: 16 Multicontinental/Empire

Title, Benefits, and Duties: Most Brotherhood agents fall into three varieties. Cousins are generally rogues or cutpurses - folk who travel in shadow and who have the social skills necessary to support the Brotherhood's agenda in the outside world. Those who serve primarily to assassinate the enemies of the order are known as uncles and aunts, with elder assassins sometimes called foster uncles or foster aunts. Monks, who form the backbone of the society, are referred to as brothers and sisters or, in the case of elders, fathers and mothers. Other members use military ranks or lesser designations.

Executive Powers: Assassinate, Harvest, Law, Shadow War, Terrorize

Zelkarune's Horns

Symbol: A dragon skull pierced by a spear makes up the symbol of this organization. Members of the guild typically have this symbol tattooed on their arm or back while others paint it on their shield.

Background, Goals, and Dreams: Made up of barbarians, gladiators, and other skilled warriors, Zelkarune's Horns is a popular organization. Based around the Sasserine Arena in the Champion's District, this group manages and organizes all of its events. In addition, the group also funds numerous hunts and expeditions to gather new creatures for the arena or simply as trophies for the walls of its adjoining hall. Due in large part to its reputation, this group is also the largest mercenary company in all of Sasserine. Members are often hired by noble houses, wealthy individuals, and even other affiliations to take on dangerous tasks.

Members of Zelkarune's Horns pride themselves in their combat prowess, and spend a great deal of their time practicing and sparring with one another. When out on a hunt, members are always on the lookout for some formidable beast to match up against and prove their skill. While many of the bouts and gladiatorial matches hosted by the group are to generate revenue, Zasker Grankus, the group's leader, honestly enjoys entertaining the people of Sasseerine. Zasker, commonly knows as the "reformed barbarian", is a charismatic fellow and able leader. He spends most of his days talking to members about current problems and scheduling upcoming events.

Enemies and Allies: While no other organization considers Zelkarune's Horns its enemy, many of the other more polite groups treat its members with disdain.

Members: Zelkarune's Horns is open to members of any class, although barbarians, fighters, and rangers make up the bulk of the membership. A number of clerics of Kord, monks, and even a few arcane spellcasters can also be found on the roster.

Type: Fighting Company

Scale: 6 (city)

Affiliation Score Criteria: To join Zelkarune's Horns you must pay an initiation fee of 10 gp and fight one match in the arena (nonlethal, of course). Members of nonmartial classes might find that this affiliation has little to offer them.

Titles, Benefits and Duties: As you advance in Zelkarune's Horns, you are expected to fight greater foes and recover more powerful monsters for the arena. At the same time, you are given special training and a stipend.

Executive Powers: Holiday, Plunder, Raid

Notable NPCs

Anteki Alresian (human male): Anteki is an ambassador from the sinister Scarlet Brotherhood. He maintains a civil and even respectable veneer, but many suspect him of having ulterior motives in Sasserine.

Neldrak Lorchester (human male): Lord of Lorchester Manor and representative of Champion's District on the Dawn Council. Neldrak has a reputation of being canny and scheming.

Tormagal Gred (human male): Tormagal, a no-nonsense and humorless man, is the high priest of the church of Kord.

Urik Toregson (human male): Master of Toregson Manor and owner of the Smith's Guildhall in Merchant District, Urik is a popular figure who's made a name for himself in staged fights at the Arena.

Zasker Grankus (human male): A likeable (if intimidating) one-time barbarian, Zasker runs the group of hunters and mercenaries known as Zelkarune's Horns.

Champion's District Locations

  1. Six Swords Tavern
  2. Rumblegut's (tavern/inn)
  3. Sasserine Sendings (messenger service)
  4. Lorchester Manor (district representative)
  5. Zelkarune's Hall (museum and adjunct to Arena)
  6. Redwall Stable
  7. Sasserine Arena
  8. The Trophy Hunter (curio shop)
  9. Moneylender's Guildhall
  10. Gladiator's Best (fine weapons)
  11. Toregson Manor (minor noble)
  12. The Tipsy Troglodyte (tavern)
  13. Three Dwarves Digging (tavern/gaming hall)
  14. Champion's Corner Stable
  15. Aunt Kylie's (brothel)
  16. Lanternlighter's Guildhall
  17. Champion's Garrison
  18. Museum of Mayhem (museum of Arena battles)
  19. Shrine of Norebo (god of gambling)
  20. House of Kord (district church)
  21. Shrine of Llerg (god of beasts and strength)
  22. Fendal's Pets (exotic pets and guard beasts)
  23. Liomar's Links (fine chainmail products)
  24. Vildivar's (bows, arrows, ranged weapons)
  25. Bee in the Bottle (potions)
  26. Kord's Quencher (tavern)
  27. The Catapulter (tavern/gaming hall)
  28. Champion's Lighthouse
  29. The Hidden Vortex (fortune teller)
  30. Snaver's Kennel (animal trainer)
  31. Spells for Swords (magic shop)
  32. Kord's Market (general goods, weapons, armor, metalwork)
  33. Scarlet Embassy
  34. Shrine of Kelanen (god of swords)
Deities

Kelanen
(The Prince of Swords)
N hero-deity of swords, sword skills, and balance
Possibly the most popular hero-deity in the Flanaess, Kelanen's symbol is nine swords arrayed in a star shape, points outward. Kelanen is traditionally depicted as a fair-skinned human male bearing a silvery scar on the right side of his face, though he can appear in any humanoid form. His true form is slender and sinewy, just under six feet in height. He wears elven chainmail and prefers garments of gray or blue-gray, wearing ornaments of silver or platinum. Kelanen is always accompanied by his intelligent swords, Swiftdoom and Sureguard. Kelanen temporarily allied himself with Zagig Yragerne, Keoghtom, and Murlynd in order to bring Iuz beneath Castle Greyhawk, and therefore bears Iuz's eternal enmity. Kelanen has no real friends or confidants, however, apart from his swords.
Domains: Travel, War
Weapons: swords


Kord
(The Brawler)
CG intermediate god of athletics, sport, brawling, strength, and courage
Kord is an incredibly powerful Suel god, second only to his grandfather, Lendor. Son of Phaulkon and Syrul, he is shown as a hugely muscular man with red hair and beard, wearing dragonhhide gauntlets (white), boots (blue), and fighting girdle (red); these items form his holy symbol, although a star composed of spears and maces is popular. He fights with his intelligent dragon-slaying greatsword Kelmar, and when wounded he often enters a blood rage so intense only Lendor can control him when he succumbs; because of this, a cleric of Kord will always defer to a ranking cleric of Lendor. He is reputed to have dallied with beautiful humans, elves, or even giants, and tales are told of the great heroes who are born of such liaisons.
Domains: Chaos, Good, Luck, Strength
Weapon: greatsword

Llerg
(Great Bear, Animal Fang, Strongest Serpent, God of Force)
CN lesser god of beasts and strength
The most uncivilized god in the Suel pantheon, Llerg ignores most other gods, seeing them as too civilized, but has a friendly rivalry with Kord and a hatred for Telchur. He is shown as a strong, shaggy man wearing furs and a fighting girdle or as a great bear, snake, or alligator. These animals are sacred to him, and they are his three holy symbols. He fights with a broadsword or in one of his animal forms and may be the ancestor of the original dire bears, dire alligators, and giant snakes. He is popular among the jungle savages, who call him Hlerg.
Domains: Animal, Chaos, Competition, Strength
Weapons: battleaxe, longsword

Norebo
(God of Gambles)
CN lesser god of luck, gambling, and risks
Norebo  is one of the more popular Suel gods, known for his willingness to make a bet on anything and his fondness for dice games; his symbol (a pair of eight-sided dice) stems from this. He has been paired with most of the female members of his pantheon, but has been linked to Wee Jas for the past one thousand years despite their alignment differences. He particularly despises Ralishaz for giving gambling and risks a bad name. Norebo is shown as a man of average height, weight, and features, but can ssume animal forms, especially when he wishes to be hidden.
Domains: Chaos, Trickery, Luck
Weapon: Dagger