Northwest Triangle of Dragon Cat Hex
Munster is inland, and has springwater wells that suppy it with
amble water even in the worst of sieges. Apeldoom is added because it
is on the nearest river near Munster, thus prosperous because of that
connection and the Wailing Well...
It is likely that Dinas Aetor is downriver of Munster/Apeldoom,
but
Apeldoom is on a minor tributary upstream if that is so, with a small
lake north of the Village that is not safe to swim in (Nova Pirranas)
but the devil's fish do not leave the lake, even as they jump out of
the water like the Asian Carp currently getting closer to Lake
Michigan. This small lake is called 'Lake Apeldoom.'
[However, Nova Pirranas' are tasty when cooked, and also serve as
a
means to dispatch enemies of the Apeldoom Thieves Guild, don't even
need cement shoes, just a small boat, rope, and a strong thug (Vexal
the Tanarukk strong but smarter hunchbacked long-tusk orc) to shove
'em overboard. Nova Pirranas are just wider, double length versions
of
normal Pirranas, so... ]
Munster/Apeldoom can be in the NE hex from Dinas Aetor, but closer
to the NW section (triangle) of its own Hex if that is the case. I
guess I need to build unique Villages & Towns for the other five
triangular sections of my Hex A
High Fantasy is fine, Abrigon can figure out the science behind
magic.
I add the small city (aprox. 8,000) of Munster, along with a Tower
205ft high by 30ft radius (magical, of course, with a reclusive top
wizard and former apprentices running a school for wizards, male &
female mages and specialtized mages (and a few warlock/witches of the
Pathfinder variety as well; and perhaps a Sorceress teacher for those
finding sorcery in their blood.) The tower is in the center of the
city square, awing newcomers but the locals just see it as an oddity.
Lucien's Inn & Tavern is where the Students go to drink and eat
smoked
meats, and where Adventurers go to send a request to enter the Tower
given to a student. Of course Royal Letters of Introduction gets them
in faster, as the student runs to the Blue & Red Marble Tower...
Yes, Munster is a Merchant City with 75% human and a wide variety of
others, But the Tower's Garrision of Twenty-Four War Trolls can be
added to the City Guard whenever the City is threatened. That
includes
Galthz & Jinsh, the two who behave themselves, train the City Guard,
and get to eat abondenly and drink only a pitcher of ale (at night)
plus water as they sleep in large chairs at either side of Lucien's.
Captain Seraphin Dartalon of the City Guard, human, intimidates Them
and not the other way 'round, and can count on them to add to Her
Intimidating locals and newcomers alike inside the walls.
Munster is administrated by X'iane, a Beholder Outcast Warlock, who
has a Truth-Ray (one target Zone of truth) in place of its Death Ray
ability, Vampiric Touch-Ray in place of its Charm Person Eye
(Remember, He has a Charm Monster eye) and X'iane's Central Eye is
used as the focus of Beholder Warlock (Witch) Spells and effects
instead of replacing eye-stalks for every spell level known, but this
also means that X'iane does not get muliple spellcasting like a
Beholder Mage or loose eyestalk abilities. The Grandmaster Wizard
actually has the top spot, but is too much entangled in his own ends
that X'iane actually reigns.
Captain Seraphin Dartalon runs Her entire City Guard, three hundred
strong adding Lieutenant Hausti Snipe and his spies to keep the PEACE!
As noted before, Galthz & Jansh train the Guard to veteran status (Ftr
3's), and can be counted on to back Capt. Seraphin up as needed. The
City Guard Garrison is to the west side of the South Gate, taking two
by two blocks worth of space. The Mayor's Mansion takes up the first
block to the east side of South Gate, with the next block cleared for
City Guard practice & training court, were one of the wartrolls acts
as warmaster every day. Magistrate Mandor is an Elf (Shinda) who uses
the second story porch on the north end of the Mansion to deliver
puplic court on his Judgements.
The Thieves' Guild is mostly indifferent to City Politics,
focusing on how to add to their loot. The Guildmaster demands a tithe
(10%) of all loot, and can arrange escapes if needed, as well as
Smuggling in & out of Munster to Kalisto Silverhorn of Apeldoom, by
means of a widened tunnel from Munster to Apeldoom, wagon-wide,
avoiding taxes and other stuff entirely, and has a monopoly on the
Black Market.
The Merchant's Collective Guild, directing all the Guilds but the
Thieves, Moneylenders, The Arcane & Assassins, is unfriendly to those
last three and would dearly like to takeover from X'iane and the
scrivener-clerks, but fear the City Guard to actually do anything
about it, and they are frightened of the Grandmaster Wizard even more.
The Moneylenders, or Loan Sharks, are hateful of the Thieves
Guild, using the Assassins when it goes too deep into their purses.
They might take over the City if it were not for the Arcane Guild and
the Grandmaster Wizard of the damnable Tower. They too fear the Tower.
The Assassins have a 'devil may care' additude, but consider any
tasks if they have enough incentive to do something. This is the
Smallest Guild, but have a wide influence. They will avoid any 'Master
or Mistress of the Arcane Guild,' but that does leave X'iane as a
possable target. Students of the Arcane Tower have a higher pre-paid
bounty. Galdra Hellfire the Elf (Shinda) Sorceress/Assassin is the
only known member, and also the reason Munster is built of stone. That
Pyromaniac escapes every time from the City Guard, and hostilities
between them mark Her as worth a 50,000 gold-piece bounty. Galdra's
secret is that she is a Haunt, a form of ghost trapped to the city
after being burned at the stake when Munster was a small town, turning
her pyre into an Inferno that burnt the town down (as Abigail Snipe)
by unleashing a fire elemental. That was before the Tower got put into
the City Square by 203 years... but is the reason for stone building.
The Cult of Ulirgale (aka Cult of the Hand) is perhaps the second
worry after Galdra, and actively seeks to take over Munster under the
uncarring nose of the Grandmaster Wizard. Yet, they hide in plain
sight, tending to the poor, the weak, and the needy. (All the better
to take a victim to sacrifice), and these cultist are succubus-led
crazies!
Besides Lucien's, The Fist of Brok's is mostly a Tavern run by a
Half Ogre-Magi named Brok, a large (8ft3in) monk-fighter that is sure
to be the place of an en masse bar-brawl. By the next sunrise, all the
damage done the night before is mysteriously repaired, so Brok does
not care about the fighting. Even the Guards only get involved if
someone dies.
Apeldoom's Orchards are over the stone bridge on the other side of
the Apeldoom River, yes-- you know what kind...
Apeldoom's tunnel to Munster ends on this side with a natural cave
and underground complex for its thieves' guild, opening up in the
basement of Tarbaby's Traders, near the Apeldoom's River, a tributary
to a larger river going to Dinas Aetor or nearby. The Thief complex is
under Apeldoom but over thirty feet above the Wailing Well's first
dungeon level's ceilings. Why is that dungeon still atractive to
adventurers? the Dungeon Lordling Farriasa the doppleganger witch
halls monsters and treasure to restock the place, often using a djinni
cursed to grant only two wishes a day but needing to make three in one
day to get home, or be cursed to serve three wishs after the following
sunrise (there is no way any PlayerCharacter will ever take the ring,
let alone capture the witch...)
The North Triangle of Dragon Cat Hex
The Small Town (903) of Vintervale is well known for its good-to-
excellent wines, the fact that marauding monsters never seem to find
its vinefields, and its Monestary of Saint Sir Xane and Convent of
Saint Jeanne D'Arc to the east and west sides of town, both laboring
as wine vinters of those respective sides of town, the northgarden
being the narrow farms of McCoy (east) and Hatfield (west), and the
narrow southfarm of the Ramsbey sheppards. The main road going north
to south dividing the town in half, with only the Townhall in the
center with a tunnel for 'Main Street' to go pass by. The large Clan
o' McCoy helps the Monestary to harvest its vines every month from
spring to autumn, and the Hatfields assist the Convent the same way
every month as well. Every generation of Ramsbeys has a pair of twins,
one male, one female, both raised as druids to assist both sides by
natural magics to produce the many harvests of vines and farms, as
well as provide for the family sheep.
The Town is run by a Coucil of Three, The Abbot, The Abbess, and
The VenScrooge, Head of the Town Bank mostly under the Townhouse Vault
and a moneylending place for each side of town. The Family VenScrooge
have a hard, matter of fact town accountings that are fair bankers as
far as in town, but are ruthless hagglers in Munster, getting the very
last silver in dealings there, actually making Vintervale an unusually
well-off Aristocratic Houses of VenScrooge, McCoy, Hatfield, and
Rambey, with well paid mastercrafters around town. Its said that the
blessings of St. Sir Xane & St.Jeanne D'arc (east side) and the
blessings of St. Jeanne D'Arc & St. Sir Xane (westside) keep piling up
as each Saint tries to outdo the other. The Crabbles are the
traditional town watch with the Constanble building on the east side
and their General Trading Store on the west. All the needed trades are
either on the east or west sides, including the Howler Tavern
east and the Hearthstone Inn west. But most trades don't have
counterparts.
The Early VenScrooge ancestor had the Ring that the Apeldoom's
Doppleganger now has, and had the wishes to build both the Monestary
and the Convant, as well as using wishes to build good grapevine
fields, repel monsters even without them knowing 'Vintervale' was
there, and most of the bountiful blessings stem from this unbalancing
wave of wishes. Caine VenScrooge, Able's twin, eventually done in
things, and the ring vanished into that Doppleganger's hands before
Caine could have it. The VenScrooge ended up as a two-skulled skeletal
lich-skull lord, Able side by side with Caine. The VenScrooge ended up
as the high-minion of the Doppleganger Dungeonlord who drove Clan
Blustertankard, the Dwarves, from the Large City of Wailwell. The
VenScrooge has built three levels under the ruins of Wailwell not
originally there, some of it for the leisures and luxuries of the semi-
immortal 'Vexzal, Dungeon Lord.'
The reason these two Saints were chosen was because they killed
each other on two opposing sides of war, but there is a widespread
'peace aura' in this area.
Northeast Triangle of Dragon Cat Hex A
The Hamlet of Cadfael is the only settlement in these wildwoods,
and is actually a bandit camp that built longhouses on the southeast
of the Main River at the point of an ancient Bridge still standing
over the River. The settlement has a wood wall with two gates, one for
the bridge and one 'escape' gate opposite. This Hamlet is closer to
the centerpoint.
Southeast Triagle of Dragon Cat Hex A
Totally Wild with one Goblinoid (hobgoblin-bugbear-goblin) Large
Town Lair closer to the Coast than to the Main River.
South Triangle of Dragon Cat Hex A
Various Monster Tribes and Groups with access to another ancient
Bridge over the Main River after the Apeldoom River has flown into the
Main River, and the road & wood bridge over the Apeldoom River leading
to Vintervale northwards. However, there is a hamlet-sized Fort Vundal
garding both sides of the bridge, wood walls with walkways to shoot
longbows from. Basically supplied with four months of trail rations
each season, with extra cheeses, ale, & smoked fish. The Dubious
Mongoth serves as Tavern/Inn, orders supplies to create homebrewed
ale, stocks good wine from Vintervale, but with same trail-rations.
Guards that go hunting bring in the only freshmeat, usually from the
northeast side of the woods, with a trail leading to Apeldoom on
thenortheast side, too.
Southwest Triangle of Dragonkat Hex A --- Undefined