Kraken's Guide to Winterspace

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Re: Kraken's Guide to Winterspace

Post by night_druid » Tue Aug 28, 2018 10:42 am

Jaid wrote:
Tue Aug 28, 2018 5:13 am
a nice addition. gotta say, those storage vaults seem rather excessively well defended for just regular goods... which sounds like just the sort of thing to pique the interest of adventurers, pirates, and thieves. it's funny how something so simple can be used as an adventure hook if you feel so inclined :)
Storage vaults are meant to hold things like gems, magic, embarrassing documents, etc. Fodder for say a heist-style adventure...;)

anyways, as far as proofreading, looks like you were fully alert when you wrote up icecap. all i've got is an instance of undiir that should be undiin in the second paragraph :)
Awesome! :) Your proofreading has helped greatly! :)
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Re: Kraken's Guide to Winterspace

Post by night_druid » Sat Sep 08, 2018 2:27 am

Not a big updated, but I added a section called "the Wintergulf" under Whyst (since I didn't reserve a post for it). Basically the space between the last planet (Whyst) and the spherewall. At first I was going to just note it being a favored spot for kindori pods to gather & mate, but then decided to add a bit of conflict there. Giant space whales would naturally attract whalers. And to combat whalers, I added whale-riding barbarians. For funzies, I made the barbarians a rather nasty sort, employing all manner of undead magic. So basically LE/NE whalers vs CN/CE barbarians. ;)

I'll expand Port Ice a bit later. And add more notes on the mochians. Need more villains for this sphere! :D
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Re: Kraken's Guide to Winterspace

Post by night_druid » Sat Sep 08, 2018 7:38 pm

<sigh>Greatest challenge when writing - creating something as just "hey, I need something vaguely interesting here" and then it turns out cooler than you anticipated, turning what should have been a 2-3 page filler into something much bigger. Keep running into that with this project.

In this case, Cape Ice. Adding a couple of inns just so PCs have a place to sleep. Only one inn started off small (1 paragraph) and now I want to blow it up into a full 1-2 page treatment.

And its not like Cape Ice was supposed to be a major stopover, either.

32 pages...that's what I guessed to be this little book. 32. Its now pushing 37, with at least two more moons of Ryme, Ryme itself, Radole, and Whyst left to go. I'll be lucky to keep it under 64. I wonder if Greenwood ever had this problem.
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Re: Kraken's Guide to Winterspace

Post by night_druid » Sat Sep 08, 2018 10:18 pm

Cape Ice posted. Really liked how Hammerfell Hall turned out. I'm just befuddled how I started off with a semi-evil, Zhentil Keep lite place in my head and ended up with something more fun and less evil, is beyond me. Or how it turned into nearly 3,000 words, either. Yesh.
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Re: Kraken's Guide to Winterspace

Post by Jaid » Wed Sep 12, 2018 9:09 am

heh, took my time getting around to this i'm afraid, but anyways, here it is.

i have to say, i like the location. i don't know if PCs will need to come to it too often, unfortunately, but then you never know :)


The Wintergulf:

looks good until paragraph 5: "skirts the spherewall at a distance of about 5 million miles, sweeping into the inner system once a decade that brings it to a point just outside the orbit of Radole" (would suggest adding '...in an orbit that brings it to a point...'

"The whalers care only for money their hunts can bring them and little else." (care only for the money)

paragraph 6: "...than to risk sever damage..." (severe)

Cape Ice, paragraph 2: "They are whalers, operating six to eight vessels that hunt in packs of two to four ships. Modified lampreys are most common, along with dragonflies and a pair of wasps." (if there are 6-8 vessels, 2 are wasps, and dragonflies are more common than wasps, that leaves at best 3 lampreys, 3 dragonflies, and 2 wasps... making lampreys not the most common. i think you need to make that fleet larger :P ).
this second paragraph might be a handy place to tie cape ice to other planets; loads of whale hide? sounds like you could turn it into hide armour and sell it to the planet full of constantly warring underwater nations (RL whale hide is apparently not great for that sort of thing, but cheap armour in large quantities may be exactly what sells). not sure what they'd get back, unless you liked the super ice i mentioned, in which case the whalers could use that to preserve their catch (both from the kindori and any scavvers - don't void scavvers have high quality meat?). i do like that you have kindori bones being used for what looks like it would need to be flexible rigging you see all over the place in spelljammer.

paragraph 3: "This every-changing body..." (ever-changing)

"...avoid getting into fight with sailors of merchant vessels..." (fights, not fight)

frostpebble beach: "...can make landfall with and acceptable risk to damage to the ship..." ('an' acceptable risk 'of' damage to the ship)

captain's hall: "...where the Council of Captain’s holds court." (captains plural, not possessive)

"...a round of ales before..." (i believe in this instance, the plural of ale is still ale. ales would be like if there were different kinds of ale being brewed somewhere, then you would say "this brewery produces many different ales".

"Ptahian Temple" (not sure if 'Ptahian' is an established use, but it doesn't sound quite right. if it isn't an established thing, i'm going to vote for maybe Ptahvian instead :P )

the slippery scavver: "...where whalers brawl, drank ale, and..." (drink)

hammerfell hall, the place: "Next to the hammer is a circular clearing with a flitter and a pilot, a half-orc named Rossfield. For a fee of 1 s.p. he will ferry up to six individuals to the Inn, a trip that takes but a few minutes. Rossfield likes to chew on foul-smelling cigars." (from what i recall of the description of flitters, 6 people is likely much too generous. in any event, if you're looking for very small, faster ships that are good with non-magical engines, i believe the catamaran would do this job better with its exceptional SR in situations where it is close to other objects, without always resorting to flitters for that purpose. although i don't think that will move 6 people at a time either, or at least not remotely comfortably :P
the prospect, paragraph 2: "...their services can be obtained to “keep ye bed warm”..." (yer, unless that's a deliberate misuse).

"They cannot start fires, damage the flora, not cast damaging spells..." (you're listing things they cannot do, not cast damaging spells is a double negative ;) )

the provender: "It is best enjoyed at night..." (it's a ship. in space. there isn't really day or night. i mean, i've been considering it to be a handy repurposing of the word in other places, like the time where everyone goes to sleep on the comet is night as a matter of convenience, but here it makes no sense).

last paragraph: "He underestimated her, and with overpowered the exhausted warpriest..." ('with' ==> 'she'?)

there you go :)

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Re: Kraken's Guide to Winterspace

Post by night_druid » Wed Sep 12, 2018 11:42 pm

Jaid wrote:
Wed Sep 12, 2018 9:09 am
heh, took my time getting around to this i'm afraid, but anyways, here it is.
Not like I'm holding to some sort of schedule myself ;)
i have to say, i like the location. i don't know if PCs will need to come to it too often, unfortunately, but then you never know :)
Unless they work for a merchant who makes regular stops ;)

The Volo Guides do seem to have tons of locales that are like "who would go there" but then again, adventurers do gravitate to out-of-the-way locales :D

Cape Ice, paragraph 2: "They are whalers, operating six to eight vessels that hunt in packs of two to four ships. Modified lampreys are most common, along with dragonflies and a pair of wasps." (if there are 6-8 vessels, 2 are wasps, and dragonflies are more common than wasps, that leaves at best 3 lampreys, 3 dragonflies, and 2 wasps... making lampreys not the most common. i think you need to make that fleet larger :P ).
Good point. Bumped to a dozen.
this second paragraph might be a handy place to tie cape ice to other planets; loads of whale hide? sounds like you could turn it into hide armour and sell it to the planet full of constantly warring underwater nations (RL whale hide is apparently not great for that sort of thing, but cheap armour in large quantities may be exactly what sells). not sure what they'd get back, unless you liked the super ice i mentioned, in which case the whalers could use that to preserve their catch (both from the kindori and any scavvers - don't void scavvers have high quality meat?). i do like that you have kindori bones being used for what looks like it would need to be flexible rigging you see all over the place in spelljammer.
The rigging idea was Paul W's, not mine. Credit where credit is due.
"Ptahian Temple" (not sure if 'Ptahian' is an established use, but it doesn't sound quite right. if it isn't an established thing, i'm going to vote for maybe Ptahvian instead :P )
I've fine with Ptahvian.
hammerfell hall, the place: "Next to the hammer is a circular clearing with a flitter and a pilot, a half-orc named Rossfield. For a fee of 1 s.p. he will ferry up to six individuals to the Inn, a trip that takes but a few minutes. Rossfield likes to chew on foul-smelling cigars." (from what i recall of the description of flitters, 6 people is likely much too generous. in any event, if you're looking for very small, faster ships that are good with non-magical engines, i believe the catamaran would do this job better with its exceptional SR in situations where it is close to other objects, without always resorting to flitters for that purpose. although i don't think that will move 6 people at a time either, or at least not remotely comfortably :P
Not exactly meant to be comfortable. I really see this particular flitter having a pair of benches in which passengers face one another, three abreast. The trip is only a couple of minutes so comfort isn't much of an issue. Although given the presence of so many dragonflies & wasps, I suppose a mosquito makes more sense.
the provender: "It is best enjoyed at night..." (it's a ship. in space. there isn't really day or night. i mean, i've been considering it to be a handy repurposing of the word in other places, like the time where everyone goes to sleep on the comet is night as a matter of convenience, but here it makes no sense).
Cleaned up the wording to be:
It is best enjoyed at night, when the inn drifts into Cape Ice’s shadow. In such dim light, the wine glows very softly with its own radiance, and should be sipped slowly.
there you go :)
Thanks! :)

I'll be posting a section on the mochians soon :D
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Re: Kraken's Guide to Winterspace

Post by night_druid » Thu Sep 13, 2018 12:33 am

OK, section on the mochians has been added to Wintergulf. The basic gist is these are kindori-riding barbarians. I included them as an adversary to the whalers of Cape Ice. I considered various options, but settled on barbarians. I wanted to avoid the guys opposing whalers being the good guys, so I opted for a bunch of savage barbarians just as likely to attack anybody. But they can be reasoned with, and even traded with, under the right circumstances. I also gave them a somewhat unique appearance and abilities.

Enjoy! :)
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Re: Kraken's Guide to Winterspace

Post by GMWestermeyer » Fri Sep 14, 2018 2:26 pm

night_druid wrote:
Thu Sep 13, 2018 12:33 am
OK, section on the mochians has been added to Wintergulf. The basic gist is these are kindori-riding barbarians. I included them as an adversary to the whalers of Cape Ice. I considered various options, but settled on barbarians. I wanted to avoid the guys opposing whalers being the good guys, so I opted for a bunch of savage barbarians just as likely to attack anybody. But they can be reasoned with, and even traded with, under the right circumstances. I also gave them a somewhat unique appearance and abilities.

Enjoy! :)
I love how you took n=the kindori riders idea from the books and ran with it, and the twist that they are not 'goo guys' is awesome.

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Re: Kraken's Guide to Winterspace

Post by night_druid » Fri Sep 14, 2018 2:40 pm

GMWestermeyer wrote:
Fri Sep 14, 2018 2:26 pm
I love how you took n=the kindori riders idea from the books and ran with it, and the twist that they are not 'goo guys' is awesome.
As far as I know, nobody has ever really touched on Kindori Riders, so it's a fairly green field and ripe for exploration. :mrgreen:

They're not good guys, certainly. They're modeled somewhat after the Uthgardt of the Forgotten Realms, worshiping a Great Dreamer-type deity. But they don't necessarily bad guys, either. More CN than I originally intended at the onset. Oh, and the mental image of ghostly space-critters being used as shock troops is too awesome to not use. Getting your ship battered by a kindori is bad enough; to have it battered by a ghost kindori is even worse! :D

Might have to do a "Kraken's Guide to Wildspace Beasts" before I'm done with this line. ;)
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Re: Kraken's Guide to Winterspace

Post by Lord Torath » Sun Sep 16, 2018 3:04 am

night_druid wrote:
Fri Sep 14, 2018 2:40 pm
Might have to do a "Kraken's Guide to Wildspace Beasts" before I'm done with this line. ;)
And that's how you go from a paragraph to 3000 words on a simple little inn! ;)

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Re: Kraken's Guide to Winterspace

Post by night_druid » Sun Sep 16, 2018 3:07 am

Lord Torath wrote:
Sun Sep 16, 2018 3:04 am
night_druid wrote:
Fri Sep 14, 2018 2:40 pm
Might have to do a "Kraken's Guide to Wildspace Beasts" before I'm done with this line. ;)
And that's how you go from a paragraph to 3000 words on a simple little inn! ;)
This is a true statement. :P
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Re: Kraken's Guide to Winterspace

Post by night_druid » Mon Sep 17, 2018 12:17 am

Another weekend comes to a close with another update. This time, I tackle Radole. To be honest, I've been dreading this one. Radole is so mind-numbing boring as written. Basically, paradise sandwiched between a one-note frozen wilderness and a one-note desert. But when I looked up the source material on WIki (Radole, from the Foundation series), that at least gave me a spark to work with. Radole there was ran by merchants.

So the gist of my reworked Radole is that its still hard to get to, for slightly different reasons. The whole planet is ran by seven merchant houses, one per city (there are seven on the map, so thus seven cities/clans). The planet is not a perfect paradise, either. Instead, the people fear change. Its almost pathological, as in their world, there is no day and night, no seasons. Just an eternal dawn. So I see the people, or at least the peasants, as being extremely hide-bound and terrified by change. They exist in an almost dreamlike state. Change is unwelcomed, and the people are somewhat dull as a result.

The merchant-nobles, on the other hand, are shrewd, ruthless, and fairly major players in at the very least Winterspace, and likely have trade routes reaching into other spheres. Write-ups of them, and their home-cities, will be soon, even if it takes a while (I have to create seven city write-ups now!)

Hope that this version of Radole is appealing to DMs and players alike! :)
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Re: Kraken's Guide to Winterspace

Post by Jaid » Tue Sep 18, 2018 6:36 am

well, i have to say, it's feeling like winterspace is not a very pleasant place to be as this goes on :P

but then, who knows... maybe that's a trend deliberately encouraged by EIN agents who are trying to keep the orcs, goblins, kobolds, etc on armistice in the most isolated sphere they can manage... if there's a place that gets too hospitable, they might actually subtly discourage that place from prospering, perhaps by having fewer patrol ships nearby, spreading nasty rumours about it, or otherwise sabotaging it.

definitely a place where there's plenty of "problems" for do-gooders to try and fix (and of course, those in control will probably spend a great deal of effort trying to make sure nothing gets fixed, which provides plenty of opposition :P )



The Mochians: "the greatest concentration of the mochians is Winterspace" (is in Winterspace)

paragraph 2: "Mochian are largely human..." (Mochians)

"...with flicks of white..." (flecks?)

paragraph 7: "...“Black Moby”, often depicted as an enormous whale..." (should be a kindori i would presume, not a whale)

Tremortail, paragraph 2: "...for fear of causing said sow to attack the scavvers in fear of safety for its calf." (suggestion: use "to avoid" at the start instead of "for fear of" so you don't use fear twice in same sentence, though this is just personal preference)

paragraph 4: "Most of their heavy weapons have been salvaged from wrecked ships and thus is a mismatch of..." (pretty sure that should be "are a mismatch", although i'm not fond of mismatch... i would prefer mixture, combination, or perhaps assortment. in this case in particular, not having a matched set of ship weapons is fairly normal; many ships have 2 or more types of weapons anyways).

paragraph 5: "...least he decide to slay ye..." (lest, not least)

"...and keep ye wits." (yer)

"...this be a scro agent, festering hatred for the elves within the mochians." (fostering? festering is not a verb, it's an adjective, so that could be creating/growing/feeding/encouraging/etc a festering hatred if you did mean to use festering)


Radole

(i would note that life is probably possible in the other parts of radole, just not *human* life. and even then, potentially below ground. it would be kinda funny if you had a similar situation as the frozen ocean where the ports become valuable real estate not because they're the only place people can live, but because they're the only places that allow communication with people off-world... but then again, you've already written this world, would be a shame to start from scratch. maybe some other time, for some other world :P

paragraph 2: "...but include a fair number..." (includes)

"The total naval size..." (navy size i think. or possibly even "size of the navy")

"...have better have a very good reason..." (had better have)

paragraph 3: "...officials follow off-worlders, watching them intently for any excuse to lock up off-worlders." (again, personal preference. suggestion: finish with "lock them up" instead of "lock up off-worlders". as an additional side note, a slang name - probably not meant favourably by the locals - would really fit here for "off-worlders" i think)

paragraph 8: "...or at least heard of by reputation..." (or have at least)

"to peak the interests" (pique, not peak. one of the many words english has stolen, this one from the french word for prick, like pricking your finger on the spindle of a spinning wheel).

"...the Defense Fleet has caught wind to such scams are on the lookout..." (and are on the lookout)

paragraph 9: "...no structure allowed to rise more than a few feet over the horizon its shadow will obstruct..." (or its shadow)

"...to allow maximum amount of light..." (the maximum amount)

paragraph 10: "There a few ancient castles..." (There are a few)

"...can be very locative for said architects..." (lucrative)

paragraph 11: "...noble-merchant..." (you've used merchant-noble, and abbreviated as noble elsewhere. not sure if this is a deliberate reversal of the terms, or accidental, but i figured i'd mention it)

"Not that they have much a need..." (much of a need)

Nightside: "...mark of a three-pedal flower..." (petal, or maybe petaled.)

(pretty sure your second paragraph lost a line in between it and the first. in any event, i'll be counting that first block of text as paragraphs 1 and 2, so 3 is the one after the big initial block :P )

paragraph 2: "More than one ship has been wrecked trying to cross the mountains too low and got caught in a sudden downdraft." (this just... feels off. i can't quite put my finger on it. i *think* it would feel right if there was a "by" before "trying", but i'm still not quite sure... it feels like the way the verbs are conjugated in the first half doesn't match the way they're conjugated in the second half or something?)

paragraph 4: "...tunnels bore out..." (bored. also, remorhaz are a cold-loving tunneling wormlike creature iirc, though you may prefer weird purple worms regardless :P )

"...easier movement that crossing..." (than)

Sunside: "...at the portions closest to..." (suggestion: replace "portions" with "regions")

"...and in the portions of the desert that humans can endure, domesticated giant lizards." (suggest reversing the order here: "... and domesticated giant lizards in the portions [or regions] that humans can endure.")

paragraph 2: "The Sunside is the opposite of the Nightside, whereas the Nightside is cold and dark, the Sunside is bright and hot." (i think that first comma should be a period)

(steelback beetles might make a good source of armour for druids who can't wear metal :) )

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Re: Kraken's Guide to Winterspace

Post by night_druid » Tue Sep 18, 2018 9:20 am

Jaid wrote:
Tue Sep 18, 2018 6:36 am
well, i have to say, it's feeling like winterspace is not a very pleasant place to be as this goes on :P
Well, Kraken does tend to get into the seedier part of town, if it were. Still, if Winterspace was just a winter wonderland where all there's to do is see Elsa and sing "Let it Go", players would revolt! :)

The challenge has been that two of the three known worlds of Winterspace are already written, and both are fairly one-shot. I want to create a sphere that's a bit more dynamic than that. But with two VERY powerful navies in the sphere, traditional foes such as pirates and goblin-kin are sorta out. So I had to search for new areas of conflict to keep the sphere vibrant and interesting :)
but then, who knows... maybe that's a trend deliberately encouraged by EIN agents who are trying to keep the orcs, goblins, kobolds, etc on armistice in the most isolated sphere they can manage... if there's a place that gets too hospitable, they might actually subtly discourage that place from prospering, perhaps by having fewer patrol ships nearby, spreading nasty rumours about it, or otherwise sabotaging it.
The elves are newcomers to the sphere; Radole's history goes back 20,000 years. Radole is a trade hub of sorts (which is really hard to write around, given Radole's description in Practical Planetology). Whalers come and go, and the Mochians are common in Winterspace but are quite wide-spread (I envision them not unlike the Aperusa in the grand scheme of things).
definitely a place where there's plenty of "problems" for do-gooders to try and fix (and of course, those in control will probably spend a great deal of effort trying to make sure nothing gets fixed, which provides plenty of opposition :P )
Or those in the power might pay good money to those wanting some coin to maintain the status quo. ;)
Radole

(i would note that life is probably possible in the other parts of radole, just not *human* life. and even then, potentially below ground. it would be kinda funny if you had a similar situation as the frozen ocean where the ports become valuable real estate not because they're the only place people can live, but because they're the only places that allow communication with people off-world... but then again, you've already written this world, would be a shame to start from scratch. maybe some other time, for some other world :P
I really didn't "write" this world; I was working around Radole's description from Practical Planetology. Certainly could use such ideas elsewhere :)

<Rest just good editing to be applied when I have time :) >
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Re: Kraken's Guide to Winterspace

Post by Jaid » Tue Sep 18, 2018 8:16 pm

oh, i get that this isn't a sphere that has always had an EIN presence. they pretty much picked that planet in that sphere specifically because it's an absolutely horrible place that no sane person would want to go to :P

i'm saying now that the EIN is here (and have been for at least a few centuries, can't recall how long ago the first unhuman war was), they might be subtly working to keep the sphere not very hospitable to strangers or do-gooders :P

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Re: Kraken's Guide to Winterspace

Post by night_druid » Fri Oct 05, 2018 10:30 pm

Are you guys ready for another update? I'm ready for another update. This time I added the city of Tyme to Radole. I'm thinking that each city will have 1) a ruling merchant family and 2) a theme. In this case, Tyme is the city of shipping and space traffic for Radole. Other themes will include a cattle town, a shou-like town, etc. The city is 3,200 words, which feels about right to me. One down, six more to go.

Oh, and there's a couple of footnotes regarding the "incident" at The Junction. I'm thinking the editor needs to be Ambra, a pixie fairy friend of Kraken to provide commentary on Kraken's BS. ;)

Let me know if you like this approach.

Footnotes:
1 If by “nothing to do with” means “everything to do with”, then yes, Kraken had nothing to do with it. I told him smuggling flying monkeys was a bad idea. Especially ones that had not been housebroken yet!
2 The hell I will!
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Re: Kraken's Guide to Winterspace

Post by Jaid » Sat Oct 06, 2018 9:14 am

I like it, this definitely provides a reason for traffic to be passing through winterspace. a port that needs room for 50 ships (not including ships that land on land, such as their own fleet of wasps) is going to to involve a lot of ships traveling all over the place to bring them what they want. one thing i would consider adding: if this is the primary port for the planet, wouldn't that suggest that goods are commonly brought there, and then transported by other means to the other cities? (at the very least, the ones closes on either side, i would think). if so, that would imply they would need an area for ground-based transport as well. or perhaps a canal even (that would involve a lot of labour to build of course, but then, the entire planet speaks to a race having terraformed it to their desires. and who knows, maybe the lords of the various cities don't mind investing that amount of labour either).

also, given a ruling class of mages, it might be worth mentioning that some of the trade can be for more unusual things as well :P


anyways, as usual, proofreading:


Tyme, paragraph 1: "Tyme is the premiere ports..." (one of)

"The city docks are at the bottom of the holes." (either bottoms or hole, i think. based on later stuff, bottoms)

"...in almost as quick of time." (don't think quick of time is quite right. 'as short a time' is what i think this should be, but i'm not sure what you intended)

paragraph 2: "Of the cities of Radole..." (i think this isn't actually wrong, but my personal preference would be 'Of all the cities')

"...and the people the least likely..." (are the least likely)

paragraph 3: "It occupies a very large slope rising gradually towards the mountains on the Nightside, affording the most sunlight to its citizens." just a thought, but you could have a "slums" area where the undesirables are stuck living in the shadow side of the crater, with no sunlight. or not; plain old ordinary crushing poverty is probably dark enough figuratively without adding literal darkness. or of course, you could otherwise make use of it; perhaps there's a community of some race that dislikes bright sunlight (there are several that take penalties in bright light). perhaps the thieve's guild has a few hidden warehouses dug into the dark side of the crater, knowing that it's both right next to the city and yet not populated. on the other hand, glowmoss is a thing too ;)

Hrull Manor, paragraph two: "The Manor has at least six levels. Observant readers might recall I mentioned only three stories above..." (this shouldn't actually seem that weird, he already told us most buildings go underground... the precise nature of these particular stories is certainly unusual, just pointing out that this shouldn't necessarily cause any raised eyebrows initially)

"The Hrull family crypts is located..." (crypts are or crypt is)

paragraph 3: "...many guest chambers two separate kitchens..." (missed a comma)

The Junction, paragraph 3: "It used to be might lighter..." (i think might should be mite, and the expression is usually 'a mite'; google it and expand the definition that shows up to see what i mean :) )

"Ambra will certainly vouch for me! ’" (the floating apostrophe at the end)

Umberdeep Dock, paragraph 1: "...its walls are lined with reinforced walls of stone." (you know me and repeating words. i can't think of an appropriate direct replacement, but you could alter the sentence a little. for example: "...its walls are reinforced with stone." or "...its walls are lined with stone."

"A lake and piers at the bottom allows it..." (allow, i think)

"Dock rental rates at a flat fee..." (are a flat fee)

paragraph 2: "Warehouse space can be rented at a rate of 1 s.p. per ton per month..." (this is not strictly wrong, but i feel like i should point out that the merchant kit for warriors found in the spacefarer's handbook allows a merchant to trade for 1d6 gp per month per unit of goods they have... with one unit of goods taking up 1/10 of a ton. that's a minimum of 10 times their investment if they only have one unit, up to minimum 100 times their investment if they fill it, which seems a tiny bit generous). of course, on the other hand, that kit was also written by a person who in one place says they get their starting merchant goods in addition to their normal starting money, and then later reduces the amount, so... YMMV on that one i guess :P )

"Steel bars from Krynn are stored near shadowbrough timbers from Toril." (perhaps it's just me, but the idea of krynn exporting steel to anywhere just feels weird...)

paragraph 3: "The ramp circles Underdeep..." (Umberdeep)

The Wasp Nest, paragraph 1: "...so keep get what ye need..." (no keep)

Shops: moreso than usual, i would say that the kraken might want to point out that in a city with 100,000+ people, with docks for 50 merchant ships... well, you're not getting anything even remotely comprehensive here :)

The Scroll Caddy: "Tucked in the corner of Gorm Street and Bakers Street..." (Baker's)

"Prices are reasonable and a good way..." (are a good way)

Redd's meats: "Barrels of hardtack is also available..." (are also available)

Trill's Tallglasses: "Row upon row of wine racks holds..." (hold)

The Fat Giant: "...that serves a host of hot, spiced meats, warm breads, and..." (personal preference strikes again! specifically: because you're making a list, i would be inclined to remove the comma between hot and spiced. i don't think it's wrong, but it may cause a moment of confusion as people try to figure out how they sell hot ;) )

The Blind Blink Dog: "An unremarkable tavern with creaky, ancient furniture and serves..." (that serves)

A Gentle Spring: "...down the hall pass the guest rooms..." (past, not pass)

"for rooms that average to slightly above average." (are average to slightly above average)

Wormholes, The Place, paragraph 3: "Beyond the taproom is three round..." (are three round)

"The lantern can be shuttered to the comfort of the occupants." (doesn't quite sit right with me, i think mostly because contextually there can be only one occupant for the respective lantern. assuming that's what's bothering me, perhaps 'occupant(s)' would resolve it... but i'm not sure that's even necessary)

"...as well steam rooms for relaxing." (as well as)

on a side note: it feels weird to me that the place has continual light lanterns (which i'm presuming are being artificially dimmed, because it's normally explicitly bright) in each bedroom but doesn't seem to illuminate the taproom very well, which would be a simple matter of using continual light lanterns that are just not dimmed :P

Wormholes, The Prospect: "The staff is competent..." (are competent)

Wormholes, The Provender, paragraph 2: "...a wide variety of liberations available..." (libations)

"...from ale and beers to..." (ales and beers, unless you mean only one kind of ale but many kinds of beer)

"...save for Elverquist out of Evermeet, which the bartenders have a steady supply." (of which the bartenders)

(incidentally, given it's a cave, being popular with elves is slightly ironic ;) )

Wormholes, The Prices: (would make sense to list a price for Elverquist, considering they're explicitly noted for that ;) )

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Re: Kraken's Guide to Winterspace

Post by night_druid » Sat Oct 06, 2018 10:27 am

Jaid wrote:
Sat Oct 06, 2018 9:14 am
I like it, this definitely provides a reason for traffic to be passing through winterspace. a port that needs room for 50 ships (not including ships that land on land, such as their own fleet of wasps) is going to to involve a lot of ships traveling all over the place to bring them what they want. one thing i would consider adding: if this is the primary port for the planet, wouldn't that suggest that goods are commonly brought there, and then transported by other means to the other cities? (at the very least, the ones closes on either side, i would think).
The other six cities get traffic, just not as much. Tyme might get say 40% of Radole's traffic (pulled that number out my rear), with the remaining 60% divided between the other cities. Something of that nature.

Radole is a royal pain, really. As written, it has this really powerful SJ fleet to protect it from Spelljamers, REALLY dislikes visitors and a bizarre legal system based more on social standing and avoiding breaking innumerable laws and social norms. Certainly a challenge to create a place that gives players a reason to want to visit, while putting up insane levels of road blocks preventing them visiting :p
if so, that would imply they would need an area for ground-based transport as well. or perhaps a canal even (that would involve a lot of labour to build of course, but then, the entire planet speaks to a race having terraformed it to their desires. and who knows, maybe the lords of the various cities don't mind investing that amount of labour either).
Well, I suppose they could easily use all those military ships to fly goods from the cities to the smaller cities, when not harassing honest businessmen like the Kraken ;) . One thing to consider regarding the canal: Radole is almost entirely land. There's no bodies of water larger than lakes. So I don't imagine Radollians have much nautical experience with boats larger than rowboats or canoes. Heck, if they hadn't written in Practical Planetology that the RDF has hammerships (likely purchased from off-worlders and not natively built), I'd limit them to ground-landing craft only.

<clip the edits>

Man that's a lot of edits! Thanks! It'll take a while to get updated but you guys are helping me make a better fan-book :)
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Re: Kraken's Guide to Winterspace

Post by Jaid » Sun Oct 07, 2018 1:00 am

i don't think canals require a lot in the way of experience with boats... but sure, if you think the navy is up for being a merchant navy, that is a possibility :)

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Re: Kraken's Guide to Winterspace

Post by night_druid » Sun Oct 07, 2018 1:21 am

True. I do have a nice system of roads as well. I'm not entirely opposed to canals, honestly. Hell, I briefly considered a system of magical trains (but nothing as dramatic or elaborate as Eberron's train system). I'm open to anything, really.

I did have a really good day writing; got 2k words written on the next city, Eskiir! :) This one is easy to write; its going to be the magic city, with a more elaborate university, museums, libraries, a zoo, and tons of shops. And one angry Ambra. Landmarks part is done, as is the intro, so just shops/taverns/inns. This one will probably go 4k by the time I'm done. Got game tomorrow so maybe next weekend I'll have it up :)
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Re: Kraken's Guide to Winterspace

Post by night_druid » Sat Oct 20, 2018 9:11 pm

Time for another update. This time its the city of Eskiir on Radole, a "mage city". Hope you enjoy the results :)

While this city was relatively easy to write, I got stuck on the taverns and last inn for a week due to outside forces eating up my time. I still like the results. And the name "Four Owlbears and a Bed" just sounds so D&Dish :)
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Re: Kraken's Guide to Winterspace

Post by Lord Torath » Mon Oct 29, 2018 2:58 am

So do words written for this count towards NaNoWriMo if you write them in November?

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Re: Kraken's Guide to Winterspace

Post by night_druid » Mon Oct 29, 2018 9:43 am

Lord Torath wrote:
Mon Oct 29, 2018 2:58 am
So do words written for this count towards NaNoWriMo if you write them in November?
I doubt it; its not really a "novel" per say, and for NaNoWriMo I think you have to start work in November and mostly confine it to that month. :)

I do appreciate that you think so highly of it! :)
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Re: Kraken's Guide to Winterspace

Post by night_druid » Sat Dec 01, 2018 8:51 pm

Well then, it appears I hit the character limit on a post. I was wondering when I'd hit that :)

ANYWAYS, bleh, November wreaked havoc on my writing. Too many irons in the fires. But fear not, I have not abandoned Winterspace. I've merely been busy as all getout. So here is Kettleton, one of the cities on Radole's few lakes. I imagine this to be a no frills working city with little to offer travelers aside from mutton and fish. To counter that, I added a few "dungeons" where PCs might be sent in to fight all manner of bizarre, alien constructs to keep them from escaping and thrashing the city above. :)

Enjoy! :)



Kettleton
The Great Kettle Lake is the largest lake on Radole, fed by glacial meltwaters. Its waters are deathly cold at its depths and where the meltwaters drain into the lake, but balmy and warm at its sunward-coasts. The lake is deep and richly stocked with fish, many unique to Radole. Fishing is strictly regulated as the lake has been overfished in the past, requiring import of new stocks to replace the depleted schools at enormous expense.

Upon the shores of The Great Kettle Lake is the city of Kettleton. A backwater by Radole standards, Kettleton is a rustic city surrounded by enormous fields of cotton in the lowlands. The mountains are rocky, unsuitable for cultivation but ideal for vast herds of grazing sheep. The abundance of wool and cotton makes Kettleton the capital of textiles on Radole. Mutton is another prime export as sheep are rare elsewhere in the sphere.

Kettleton is a city of stockades, looms, and weavers. The Nacle family runs Kettleton from their sprawling ranch overlooking the lake. They are major land-owners, their vast holdings including much of Kettleton’s prime real estate and a good portion of the closest farms. Do not let the rustic appearance of their city fool ye; the near-monopoly on the textile industry on Radole has made the Nacle family fabulously wealthy. They simply do not spend their wealth on audacious displays or competing with their neighboring cities in splendor. Instead, the Nacle’s invest in land, both on Radole and off. The family has holdings enough to be considered a modest kingdom.

Kettleton sports a fine harbor, perhaps the finest on Radole. Merchant ships visit the city frequently to load their holds with bolts of cloth, finished clothes, spools of thread, and live sheep for transport to every port in the sphere. The docks are surprisingly busy as water-landing craft often set down at Kettleton, and then have cargo shipped by means of dragonflies or canal-barges to other points on Radole. Some captains will even leave their ships at Kettleton for brief times so that they can conduct business in other ports, renting dragonflies as transports.

Landmarks
Kettleton Docks
The Docks stretch around a protective bay, sheltering dozens of piers. The Docks more resembles an asteroid port rather than a groundling port in that most of the ships found will be spelljammer designs rather than traditional groundling vessels. Hammerships, squidships, lampreys, eels, and modified tradesmen are much more common than galleons and caravels. All of these vessels are visiting spelljammers; the Radolians do not use such craft to travel across the Great Kettle Lake. Radolians make use of coasters for such ventures; while they have the means to build more advanced ships, they prefer the similar design of the coaster.

In addition to standard piers, the Docks have a section where ships can be “stored” for up to a month, kept away from normal dock traffic and protected by paid guards. This service is offered for captains who need to land at Kettleton and travel by dragonfly to another city. Any ship up to 250’ long can be stored in this fashion, for a fee of 100 g.p. per week. Although there are few problems with theft at The Docks, a wise captain still keeps a few trusted men aboard his ship to prevent accidents or things from disappearing.

Nacle Ranch
The Nacle family residence is a huge ranch that occupies several acres at the edge of town. There is no one main structure; more than a dozen buildings are found on the ranch, linked by extensive underground complexes. The ranch teems with activity, all hours of the day. Sheep are herded from the highlands to be shorn, the wool collected into great bundles and shipped to Kettleton. Nacle family elders take careful record of shipments, arrange trade deals, and sell product to local weavers. Below the bunkhouses, mess halls, and kitchens is the Nacle family vaults. Great wealth is found in these vaults, particularly maps collected by the family. The finer collection of Winterspace starcharts and planetary maps ye will not find.

The Nacle family is very business-minded. The best members to deal with are Lady Hildra or Gorvin. Lady Hildra is young and adventurous, making frequent travels to other worlds and spheres to negotiate trade deals. She looks favorably on spelljammers and lacks the normal Radolian attitude towards off-worlders. Her uncle Gorvin Nacle is a patron of the arts, often hiring captains to bring him curiosities from other worlds. Avoid Matron Yorilla, as she has a distinct distrust of anyone not born on Radole. Fortunately the rest of the Nacle family generally keeps her out-of-sight when doing business with off-worlders.

Radole Fleet Yard
At the far end of the Great Kettle Lake, beyond Kettleton’s boundaries is the Radole Fleet Yard. Built into the side of a cliff, the Fleet Yard is an extensive complex with two pair of great iron doors at the waterline, sheltering an inner harbor that is rumored to hold half a dozen hammerships. The facilities on the outside are extensive as well. Security at the Fleet Yard probably some of the tightest on Radole. Rumors abound as to what else lies within the inner harbor, with some claiming that the Radole Defense Fleet is building secret weapons and vessels as well as hoarding magic weapons for the inevitable war with Armistice when the orcs finally break the elven blockade. Such rumors are flotsam, although ye cannot dismiss them entirely. The Fleet is real testy when any ship comes any closer than a mile to their Yard, and are quick to impound any offending vessel. Steer clear.
Ruins of Ranch Toraul

On the outskirts of Kettleton is the ruin of this extensive manor house. The ranch has been abandoned for generations; it once was the ancestral home of the Toraul family, who formally dominated the lands around Kettleton. The family fell from dominance many generations ago, for reasons not entirely known. Rumors abound of inbreeding, vile ceremonies, bizarre magical experiments, and a wing filled with Torauls driven to insanity. All that is known is that the Torauls fell upon financial hardships, allowing the Nacle family to purchase land cheaply. Over the course of a century, the Torauls grew ever more isolationist, dismissing their servants and rarely leaving the ranch. The ranch is thought abandoned, now, as none have seen a Toraul in over two centuries. Visitors and explorers keep their distance, as the ranch is haunted by the ghosts of insane Toraul family members.

Statue of Saint Nora Nacle
This bronze statue celebrates the legendary founder of the Nacle house. The statue is a popular spot for people to meet and discuss business. Popular legend has it that business ventures begun under Nora’s watchful eyes will experience good luck. The statue is also a popular place for lovers to be married.

Shops
Naiad Shipping
Many water-landing craft prefer to land at Kettleton, and contract out a dragonfly to transport goods or passengers to their final destination. Naiad Shipping provides such services. The compound has twelve pads for its dragonflies. The dragonflies are equipped with minor helms but never leave Radole’s atmosphere. At any given time about half of the ships will be out making deliveries to one of Radole’s other ports. Prices are fair: 5 g.p. per passenger, and 2 s.p. per ton of cargo, shipped anywhere on Radole. Typically it takes only a day or two to reach the destination. Each ship can take up to twenty passengers, with no worries about air, food, or water, as the dragonfly will set down for the night, if necessary, at predesignated landing spots where passengers can stay at local inns. Rykor Naiad is the patriarch of the Naiad family, a noted businessman who is eyeing expanding the fleet to include a pair of wasps as well, last I spoke to him.

A Suit of Threads
The finest tailor in all of Kettleton runs this shop. The proprietor of the shop is Katheen Spindleweaver, a charming widow with three sons and two daughters, all having taken up the family business. The shop is extensive, occupying two structures with a basement that links the two together. A Suit of Threads is always busy and orders can take two or even three weeks to be fulfilled. The quality of their garments is very high, comfortable, and stylish. It is said that Madam Spindleweaver determines the latest fashion trends for the entire sphere, drawing inspiration from visiting adventurers, trips to other cities and worlds, and even occasional trips to distant spheres.

Mutton Shoppe
This butcher specializes in selling salted mutton. Properly prepared, the mutton lasts as long as any salted meats, and the Mutton Shoppe uses a particular blend of spices to flavor the meat. Barrels of salted mutton can be purchased to feed a whole ship at a time. The Shoppe has two storefronts, one for local, everyday purchases, and another for selling large quantities of mutton to ship captains and merchants. At the rear of the Shoppe is a loading dock where barrels are rolled onto wagons for delivery to awaiting ships. Ask for Jothar if you patron the Shoppe; he can provide ye with the best cuts of mutton this side of the Radiant Triangle.

The Grand Loom
A low, long structure, the Grand Loom is active at all hours. Wool and cotton are brought here in huge bales to be spun into thread and then into bolts of cloth. The Great Loom employs hundreds of workers to operate the spinning wheels, spell-powered looms, and dye vats. Bolts of colorful cloth are packed into sturdy crates for transport. Some bolts are shipped to local weavers while others are loaded onto ships for destinations across the sphere.

The Grand Loom was built atop older ruins, dating back many thousands of years. Explorers are often sent into these ruins, reporting back strange arcane machines of unknown purpose and design, of alien creatures that wander the halls, and their secretions give rise to a host of monstrous oozes, slimes, and jellies that, on rare occasion, find their way into the Grand Loom above. The halls below shift and change; no two expeditions return with quite the same map. Destructive magic has little effect, as damage is swiftly repaired by the time the next expedition plunges into the halls.

Taverns
The Hungry Dragon
The Hungry Dragon is a large establishment where a guest can get well-fed on mutton and throw back a few mugs of mead. The large taproom seats a hundred guests, with spare chairs that can be brought in to accommodate another thirty on crowded occasions. The Hungry Dragon serves fish dishes in addition to mutton, but these are much more expensive. Portions are generous but the crowd often subdued, many dining and then leaving as soon as possible to conduct business elsewhere.

The Wild Faun
A true gem in the rough that is Kettleton, The Wild Faun is a smallish establishment, only able to seat two dozen or so. It stands on the nightside of Shepherd Street four blocks down from the Great Loom. It is a noisy, rowdy place catering to farmhands with a few coins in their pouch looking for a good time.

The Place
The Wild Faun is a cozy place, with a taproom that holds three round tables, two small booths that seat four each, and a bar with six stools. A kitchen is found in the cellar, with meals sent to the taproom by means of a dumbwaiter. A hall at the back of the taproom leads to the six rooms the Wild Faun has for rent, each large enough to sleep four in bunked beds. It is not uncommon for parties to rent out the entire establishment. Ceilings are low with skylights to provide light. A set of large ram horns, far larger than what any normal ram could create, hang over the mantle.

The Prospect
The Wild Faun is favored by young farmhands and is considered “Kettleton’s best kept secret” by such folk. Here they can get drunk on cheap ale and still have enough coin in their pouch to afford a hearty meal. They tend to get loud and rowdy, with lasses dancing on tables to cheering men.

The Provender
Mutton plays a part in perhaps any meal served at the Wild Faun. A local favorite is mutton chops with a side of carrots and spiced potatoes. Another specialty is mutton stew, served by the bowl with a haunch of bread and cheese wedge.

The Prices
Ale is served in tankards for 4 c.p., small beers for 5 c.p., and mead for 1 s.p. Mutton chops are 1 s.p. and mutton stew is 6 c.p. A bunk can be rented for 5 s.p. per “night”.

Traveler’s Lore
Legend holds that the original bartender of the Wild Faun was a faun, or female satyr, of questionable parentage. Mary Lamb, as she was known, was a local sight for years, attracting all manner of guests and attention for the tavern. Eventually Mary married and disappeared from public life.

A visiting wizard out of Eskiir once stayed at the Wild Faun, but was so annoyed by the rowdy crowd that she polymorphed everyone in the taproom into lemure monkeys. Fortunately the curse lifted a few hours later, after she had gotten her night’s rest, and the patrons returned to normal, with hangovers and a wild story to share.

Inns
A Dozing Shepherd
Reputed as the finest establishment in Kettleton, A Dozen Shepherd is found at the corner of Mutton Road and Shepherd Street. The structure is unfathomably ancient, yet in remarkably good repair. A sign with a slumbering shepherd on a hill hangs over the door. It is a two-story structure, a rarity on Radole.

The Place
Rooms at A Dozing Shepherd are spacious, with plenty of room for one large bed or two smaller ones. Light filters into the rooms by means of skylights and wide windows. Heavy curtains can be drawn to darken rooms to near-complete darkness. Furnishings include a bedside table, a wardrobe, and a table with a comfortable reading chair.

A Dozing Shepherd has a large dining hall, where meals are served. There is no bar, only tables, booths, and a large circular banquet table that can seat thirty people. Meals are served around the clock both for guests who stay at the inn and those that just come for a good meal and the conversation. The dining hall serves as a communal meeting hall for wealthier residents of Kettleton. It is not uncommon to see many members of the Nacle family and their employees here, chatting it up with other residents and visitors.

The Prospect
The folk that favor A Dozing Shepherd tend to be the wealthier travelers as well as locals stopping in for meals. The clean rooms and hardy meals are famous around Radole making it the preferred watering hole for merchants.

The Provender
Meals served at A Dozing Shepherd are hardy and rich. Mutton, fish, and more exotic meats are heavily used, served with sides of vegetables, beans, or fruit. Meats are heavily spiced with exotic herbs from other spheres. Platters are heaped with a choice of roasted meats, steamed fish, or battered and fried chicken. The stew is thick and filling while the vegetable and bean soups offer a lighter fare. Meals are served with either hot bark tea or, upon request, wine. Both red and white wines are available, for a price.

The Prices
Platters are generally 4 s.p. while bowls of soup or stew are 3 s.p. A serving of vegetables, fruit, or bread runs 2 c.p. A tall glass of wine runs 1 g.p. while a bottle costs 3 g.p. Rooms can be rented for 1 g.p. per night.

Traveler’s Lore
A Dozing Shepherd is as old as Kettleton, older, if some stories are to be believed. Some claim that the architecture of A Dozing Shepherd is off, that in no way could humans or their kin build structures of this nature. Some guests claim to have chipped away at the plaster to reveal material underneath that is neither metal nor stone nor wood, but amazingly resilient to damage and wear (the staff hates it when guests do this). Wilder legends hold that the Shepherd connects to some ancient subterranean complex, perhaps even the same complex that the Great Loom is said to sit atop of. If such passages exist, they are well hidden and undisturbed, despite centuries of curious guests poking around the cellars when the staff is not looking. Of course, that is not to say that more than a few disappearances have happened over the years, so perhaps the curious found what they were looking for.

The Lazy Wolf
The Lazy Wolf is one of the newer structures in Kettleton, less than two centuries old, and it shows. An observant viewer will note that the stone and brickwork do not show as much fading as surrounding buildings. A bit more obvious is that the architecture of the Wolf is different than that of the neighborhood, resembling no other structure in the city. The combination makes the Lazy Wolf stand out. It is located at the junction of Glacier Street and Lake Avenue.

The Place
The Lazy Wolf is a single-story structure with a small taproom at the sun-side of the structure, behind which is a long row of rooms for rent in the taproom’s shadow. The roof is flat with a stair leading up to it. There are hammocks strung in several places, both in the sunlight and shade. These hammocks can be rented cheaply for travelers looking to save money.

The Prospect
Rooms at the Wolf are best described as “cozy”. A cot, of if ye are lucky, a bed, occupies a small room. A bench sits at the foot of the bed, which serves double duty as the only place to stow yer belongings. A skylight can be opened to offer light but there is otherwise no light. Doors have only simple locks that even the most novice footpad can defeat with but the simplest of tools.

The Provender
The Wolf is not renowned for its cuisine. It offers two types of meals – a simple meal and the “feast”. Both vary depending on the shift and mood of the cook, but follow a pattern. Simple meals are an uninspired mix of soups and stews common across the Known Spheres, while the “feast” is often mutton chops served with vegetables and potatoes.
The Wolf serves a limited selection of watered down ale, beer, and wine.

The Prices
A room costs 1 s.p. per night, while renting a rooftop hammock is but 1 c.p. Meals run 2 s.p. for a simple meal, while a more elaborate meal runs about 5 s.p. Ale and beer are both 1 s.p. per mug-full, while wine is 3 s.p. per tall glass.

Traveler’s Lore
The Lazy Wolf is built on the ruins of an older inn, which was burned to the ground two centuries ago. That inn, the Restful Light, was destroyed when authorities discovered that the innkeeper, Arune Sunmantle, had murdered dozens of his guests and buried their bones in his cellar. The crime was so ghastly, so hideous that it shocked all of Radole. Arune was not taken alive; he was an accomplished warrior and had an impressive collection of magic stolen from his victims. He died in pitched battle, his inn burning down around him. His body was never recovered, and to this day, it is said that his spirit stalks Kettleton, looking to claim yet another victim.

The Wolf’s poor reputation means that it sees fewer guests than typical. Many consider it haunted. Thus it attracts a particular cliental, one that is short on coin and needing a place to stay.

The Leaping Trout
Overlooking The Great Kettle Lake, the Leaping Trout offers a lake-view with every room. The Leaping Trout is built into a low cliff that allows it to have a second level of rooms at what ordinarily be the cellar-level. At one time, many centuries ago, the Trout was one of the premiere inns in the city. Age and proximity to the damp air of the Great Kettle Lake has worn away the Trout’s former greatness. Every few centuries, the owners have to hire workers to renovate the whole inn. The last time this happened was at least four centuries ago. The Leaping Trout can be found at the end of Kettle Lake Street.

The Place
The Trout is shabby. Daddy longlegs are found everywhere, with nests of the beasties huddling in the corners of every privy. Parts of the inn suffer from visible water damage, particularly its lower floor. The floorboards creak with every step, and often creak when nobody is around.

The Prospect
Far from the center of activity in Kettleton, the Trout has a lazy, laid-back feel to it. When not cleaning rooms or preparing meals, the staff is often found at a dock below the Trout, fishing poles in hand. They catch some of the fish served in the inn.
The rooms are on the small side, many in desperate need of a fresh coat of paint, new furnishings, and new floors. The linens are always clean, washed daily in the lake and hung out to dry. Beds are old and tend to sag more than is me preference. Every room comes with a spectacular view, of both the Great Kettle Lake and of the mountains beyond. The cool breeze off the lake keeps the rooms quite comfortable.

The Provender
The usual fare is available at the Trout. However the house specialty is fish. Trout, lake salmon, and catfish are all served in all manner of creative ways, from battered and fried to oven-roasted to raw. Chips of fried potatoes and spiced, diced lettuce are served with the fish meals, along with cornbread and a mug of ale. On rare occasion, giant crawfish, as big as lobsters, are caught and boiled, served with a side of honeyed butter sauce.

The Prices
Rooms can be rented out at 3 g.p. per night, a price that seems high save for the claim that the Trout has the best view in all of Kettleton. Meals run about 1 g.p. for a fish dinner, 5 s.p. for lamb chops. Giant crawfish, when available, cost 5 g.p. for that rare delicacy. A mug of ale will set ye back 2 s.p.

Traveler’s Lore
There are always rumors about smuggling activities at the Trout. Small rowboats constantly pass by the windows of the cellar-floor rooms, and on occasion small objects can be seen tossed from a window down to the rowboats below. Sometimes people needing to get out of the city fast will use the Trout on their escape route, climbing down from a balcony above to an awaiting rowboat below. More than one rowboat has had to cast smuggled goods overboard, consigning a great deal of treasure to the depths. Explorers, armed with potions of water breathing, have dived into the lake near the Trout in search of these treasures. Few return; many are claimed by the icy-cold deeps.

Lake-dwelling scrags have been spotted swimming near the Trout, looking for an unwary human or elf to drag to their doom. Brave members of the Trout’s staff drive them off with fire arrows and oil-filled tankards. Only one or two guests have fallen victim to the scrags in recent memory. Despite the best efforts of the Radole Defense Fleet to eradicate the creatures, they have been unable to locate their underwater lair.
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