Added a few details. (Sept. 2016)Luln
Population: 4,700 (was 5000)
Founded: circa 200 AC as the village of Lenov. Populatation surge in AC 971 by refugees from the Black Eagle Barony. (Details changed from Threshold Magazine #1, p. 63)
Ruler: Mistress Inna Sascia (F10) age 28, horsewoman.
Products: Livestock (sheep & goats), mules and draft ponies, produce, wool, honey. Copper ore and engraved, tooled and punched metalwork, pelts, hides and some lumber. (religon)
The population is quite mixed. Many Traladaran family that fled the Gulf Coast when Baron von Hendriks assumed his postion live here. Opportunistic Thyatians have also found opportunity here, but the threat from the Black Eagle has thwarted their schemes for quick riches. Dwarvish miners have long been attracted by the copper deposits. Elves and halflings find this town dreary and few remain.
While Luln has many Traladaran residents, the Thyatian influence is enormous compared to the Gulf Coast. There are few Traladaran families of stature in Luln... mostly refugees from old families from the Gulf Coast. While most of the Gulf Coast Traladaran families have lost their wealth, they have not entirely lost their clout in local municipal matters. The Thyatians dominate Luln affairs.
Here the Duke's Law prevails. Luln is a farming, mining and trading town halfway between civilization and the Black Eagle Barony. The leadership of Mistress Sascia is roughly equivalent to a mayoral constable. Much of the power is still in the hands of the guilds, the magistrate and the Town Masters, the aldermen.Taxation in Western Karameikos
Rather than directly tax locals, Radlebb Keep taxes through trade on the Western Road. Roughly 10% of a good's value is so taxed. The Watchtower on the border of the Black Eagle Barony should assess a 5% tax but often require 10% to 20%.
The courts and coroners also serve as valuable income sources for the Duke. Guild charters and annual fees under the town's royal charter also generate income for the Duke. The Town Mistress oversees collection of taxes for property owners within the town and form those near the walls. Trade
The North Road is quite unsafe beyond Arkanites. Little trade moves to or from this direction. Some trade is necessary to keep Riverfork Keep supplied. Prisoners to the semi-secret prisons attached to the salt mines north of Riverfork Keep are also seen moving north. The Doomway, road to Halag and Port Gorod (fan treatment of Portown), is relatively safe, but costly bribes and corruption minimizes trade to the natural portage there. The Westron Road is not especially safe. It is too expensive and uncertain to ship lumber. Some is shipped to Halag, but most is used locally. Livestock, wool, hides and furs are typically shipped from Halag (Fort Doom). More valuable goods are freighted to Specularum under heavy guard from the goblinoid attacks near the Radlebb Woods.
Bits of rendclaw, Brian Caraway and R.C. Pinnell's fan treatments are incorporated.
The gates of Luln are manned. (DDA3, p. 9)
From about AC 971 to 994, this town was ruled by Town Masters. (GAZ1, p. 56)
Town has "sentries" patrolling the woodlands. (GAZ1, p. 56)
The Duke does not post forces in the town. It relies on the nearby Radlebb Keep for protection. The Duke is under the impression that the fortifications at Halag also serve as further protection. The meager local forces available to the town are funded by the town.
"[Luln] is founded on rich soil near a forest teeming with wildlife, and if only the Black Eagle Barony would stop raiding and oppressing it, Luln could turn into a good place to live." (Kingdom of Adventure, p. 48)
High Wall (Kingdom of Adventure, p. 11)... "newly fortified." I decided that the primary wall in 1000 AC is a wooden palisade with a stone citadel and a few stone towers.Architecture
Most houses are wattle and daub... half-timbered frame buildings. The foundation and up to 3 feet above grade are typically red sandstone or occasionally blue-green stone. Roofing materials are inconsistent... oak planks, tile, thatch or even sheet of copper are used. Copper weathervane and hardware for doors, windows and fence gating are commonplace. Many are folk works of art from the local engraving and metal-punching industry.Sanitation
The stone foundations are effective at keeping rodents and moisture from most homes and businesses. Despite the open sewage tossed into narrow ditches in the middle of the streets, disease rates are relatively low. The moderate climate is thought by many to provide health benefits. Unbeknownst to all, there are traces of arsenic in the water in town and nearby. Early deaths or unexplained deaths are not uncommon.Nearby town of Arkanites
729 AC: f. town of Arkanites. Many freed slaves escaping the horrors of the Vidlice Enslavement, founded an unusual town in this year. The architecture is radically different as it is based on design learned in captivity... ornate Gothic with statuary adorning most surfaces. The people are superstitious... even by Traladaran standards. Paranoia and madness are commonplace in this corner of Karameikos. Local law is established to combat lycantropy and vampirism outbreaks. Angry mobs have murdered many an innocent in this town. Outsiders are largely unwelcome.
For a map, I used a Map-of-the-Week WoTC published Ravelnloft map for the Village of Barovia. (http://azrai.com/wiki/Barovia
)Added Details (religon)
Population: 4,700 (shifted 1,100 residents to nearby town of Arkanites... a gothic-themed small town.
Copper Mine: 2 mile northeast of town is a small mining enclave and smeltery. The majority of the 150 or so residents are dwarves. Most human miners live in Hillside. The mine is principally a surface mine, but some tunnels to follow especially rich veins. The need for wood for mining and smelting requires that it be gathered far from the mines… often a dangerous task.
Tackle-Boxing (Snasti Boks) popular.
Raucous Footman's Games in the Fall.
Locally sourced arsenic poison is a popular choice by local and women engaged in murder.
A small, but growing community of dwarves has developed in recent years.
Spies for Baron von Hendriks and the Iron Ring are active.
The White Peregrines, an insurgency group operating in both Luln and the Gulf Coast (Halag) area, is active here. The TSR module DDA3: The Eye of Traldar introduced PC's to some members of the WP.
Horse Racing is popular but the region is not noted for great stock.
Mineral deposits colored blue or green are very common in this region. It stems from the rich presence of copper that abounds.
Hanging over most streets are twine or copper wire from which hang bottle gourds. These gourds are home to thousands of yellow canaries. They are thought to bring good fortune as they do to miners in deep places. Vining gourds for both food and utilitarian usage are common within Luln. They are even allowed to grow on the interior of the wooden palisade.
Small numbers of magpies force canaries from their homes. They feed on bats that swarm out of the hills from the east. They can also be a nuisance as thieves of shiny objects. (AC9, p. 17)Areas of TownThe Citadel & South Gate
The highest ridge it town. Horses graze both inside and outside the city walls. Two ballista are within the Citadel and a third on the opposite tower of the South Gate. Stocks to accommodate 4 are to the north of the Citadel facing Market Hall Street. They are rarely full, but more often than not a lone miscreant is being ridiculed in the stocks.The North Road
More of a muddy rut, this road is a challenge for wagons larger than a cart. Many an outrider has returned to the town to get parts for wagons broken down midway to Riverfork Keep. At times they return to the wagon only after an unfortunate attack on the stranded party.The Swamp
This low marshy area is infested with insects. The wooden wall here rots easily at the bottom and is replaced periodically.East Ridge
A quarter of agrarians and craftsmen. In the morning people file out to the fields in the east.Trade Circle
Best place to find durable goods. Glassware, trinkets, tools, clothing, housewares, legal advisors, and metal engravers set up shop and stalls here.Achelos Street
The main street. Businesses are typically merchants and businesses serving overland commerce.The North Gate
Miners, loggers, trappers and farmers use this gate most heavily. The occasional band of soldiers with enchained evil humanoids are marched north from here on the way to the prison and mines of Riverfork Keep. A ballista is atop both towers.Logs
Great piles of logs are collected here. Three Hill Giant brothers run a milling operation. Rather than water power, they simply push a simple geared wheel to drive the saw. A gnomish accountant is the brains of the operation. (these are some of the few residents that are not human or dwarvish.)Northlyn
Mainly farmers, trappers and loggers live here. The families here are generally large and the homes crammed with people. Woodsmen and guides can be found here also. The homes here have been razed more than once by marauding goblinoids.South Street
The area between Myeroski Pond and the Cemetery is called South Street. While Luln is a rough-and-tumble community, it is generally law-abiding. This area is the exception. While not nearly as crime-infested as the Hive of Specularum, most things can be found for a price. Hard-working farmers also live here, but they often feud with the lawless elements.Oak Street
This area is dominated by the salt of the earth... agrarians, craftsmen and a few loggers make this area home. There is little here to interest the typical adventurer. You can buy mules, ponies, wool, honey and excellent leather goods here. Most of the regular vendors of the Agricultural Market live and work on Oak Street.Agricultural Market (B6)
These large tents are rarely struck. Mud and dirt are tracked into and out of the tents. Locals even bring dray carts inside to help load and unload goods. Held twice weekly... with a few stall open for perishable produce and dairy the other five days... this is the place to procure foodstuffs and find most services. Carpenters, guides, day-laborers, teamsters and other tradesmen stand under one of the smaller tents. Colored poles 9 feet tall are interspersed in the ground. Certain types of service providers stand near certain colored poles and bellow out their service and rates. Even locals are often confused by the supposed system.The Roost
Catching a nice evening breeze, this area is home to the little old money that exists in town as well as Thyatian opportunists and the nouveau riche.The Mineshaft
The drinking quarter.Kopec Lane
A quieter street with many of the more intellectual businesses. One noted exception is Boris Galvnoff's Gymnasium and Tattoo Parlor.Wide Street
This connector has no distinct character of it's own. It is notable in that the main access to the rudimentary sewer system for Luln is accessed through 4 rude berms on this street.Market Hall Street
This narrow street is notable in that the buildings lean out over the street only small patches of sky can be seen when looking up. Many are superstitious of lycantropes and undead prowling this street at night. That would seem unlikely with the Citadel so close.The Creek Path
Getting from the South Gate to East Ridge requires the individual walk down Wall Street, cross two bridges and turn right (south) down The Creek Path. The unwary have been know to stumble into the drink. Looping back to the left and north will bring the individual into the southern extent of the East Ridge community.The Wells
The various wells around the town only adequately meet the towns needs. Some wells will dry up during dry spells. A siege that drove the entire populace into the town walls would overwhelm the water supply within a week without resorting to more desperate measure like drinking from The Swamp.Fenced Areas
Typically represent paddocks, vegetable gardens or urban lawns and flowering gardens. Gates are not noted. Most fences can be scampered over and are not treated as sheer surfaces to climb. In chase situations, the DM is encouraged to roll a d6. On a 5 or 6 a gate is handy as the running figure approaches the fence. Roll again... 1-2 slightly to the left 3-4 dead ahead 5-6 slightly to the right. Wood is more common that stone. Copper-bound ornamental gates are not uncommon for the well-to-do.Old Cemetery
This cemetery was built by grading a number of ancient burial mounds from earlier times. Locals are very wary as the occasional zombie or ghoul stumbles out of the cemetery. Patrols are doubled on nights of a full moon, but they do not enter the cemetery.North Cemetery
The newer cemetery. While catacombs were excavated underneath, the town has yet to fill them yet.The Guilds
Boothman's Guild — All foodstuffs, husbandry, bakers, shepherds and other rustic producers. Well run and democratic. It may be a little lax with regard to standards and certifications.
Mercer's, Grocer's & Merchant Adventurers Guild — dominated by Caesar Caelinus and other wealthy men.
Smith's Guild — All metalwork, jewelers and other craftsmen of durable goods.
Woodworker's Guild — Stodgy old guild of two dominate factions, the sawmill and the woodcutters. The carpenters, turners and cabinetmakers largely avoid devices guild issues.
Clothier & Tanner's Guild — All leather and clothing. Very democratic guild, but with little real power. They are currently engaged in price-fixing of wool. It will be a scandal if discovered.
Beekeeper's Guild — An exclusive and honorable old guild. Thyatians need not apply. (Although honey is a major local resource, some suggest that it is a secret society.)
Oddfellow's Guild — Democratic guild that Pliny Caelinus tries, unsuccessfully, to dominate.Town Masters
No guild exists for Innkeepers, Barbers, Miners, Masons, Butchers, Bakers and even Brewers. The bakers, butchers and brewers currently belong to the Boothman's Guild, but have a diluted voice. Other guilds strongly oppose a miner's or mason's guild as they feel it would undermine their influence.LocationsFrom DDA3: Eye of Traldar:
A) Reliable Cobbler: elderly cobbler sympathizes with the White Peregrines. His death is featured in The Eye of Traldar. (DDA3, p. 9)
B) The Growling Griffon (Tavern): Taverner Morander (beefy, red-faced, leather apron). This tavern harbors agents of the White Peregrines from agents and spies of Baron von Hendriks. (DDA3, p. 10)
From RC Pinnell's Luln supplement:
C) Gilroy's General Goods — GIlroy is a notable social climber in his mid-40's. He has his eye on the daughter of one of the families living on the Roost.
D) Wainwright Shop — Noted Drunkard named Lucanus Manlius. Due to money troubles, willing to aid smugglers with secret compartments and even has some mechanical trap-making skill. Unable to hold his tongue.
E) Armorer — Many mornings Nestor Fedorov finds hundred of canaries alight on his tools and workshop. He is confused about why they seem so attracted to his possessions and holdings. (The DM is free to use this as an adventure hook.)
F) Bertha'a Boarding House — Goodwife Mikhailov runs her house with an iron fist. She is on good terms with local officials if trouble arises.
G) Townmistress Sascia — This home is in the style of a Thyatian villa. Inna Sascia lives here. She has a typical Thyatian indifference for fidelity and is often seen in the company of different lovers. Her young, boisterous friends are often found wandering about her villa or engaged in their youthful dalliances. Most of the furnishings are in poor shape as her cohorts care little for possessions and furnishings.
H) Bath House: Especially popular among dwarvish miners. The masons often meet here also although they have no formal guild charter.
I) Soly's Saloon — While Soly is getting on in years, her monthly Dinner Galas are quite the affair.
J) Rhonda's Roadhouse (Inn)
K) StableInstitutions from Brian Caraway's treatment:
L) Church of Karameikos High Priestess Kathryn Vallanden (C7). Despite her lofty position, Kathryn is quite stupid. One of her ongoing mistakes is deriding Traladaran culture and condescending to the poor. Her beauty and devotion softens the hateful message to ethic Thyatins, but resentment is building
M) Church of Traladara Konrad Verlyn (C5)
N) The Final Stroke (inexpensive rough & tumble tavern); Soldiers of both the Citadel Guard and the Outriders frequent this place. Here they engage in contests of all kinds, from drinking to arm wrestling to brawling.
O) The Golden Blade (A safe, full-service pub with lodging and meals priced a little above fair market value.); Most travelers stay here although the prices are high for the marginally decent service they receive. When in town, Hermann Rucker (F5), often stays here.religon's Treatment:
P) Iosif Vereshchagin & Sons Woodturning and Carpentry — The most prolific carpenters in town. Also engage in cooping (barrels), build wagons and turn furniture. Despite a very brisk business, the books are a wreck. They are charging too little for their services and unknowingly paying considerably too much in local taxes. One of the local farmers (location AA) has benefited for years from this taxation mistake. Iosef is often the deciding voice in guild matters that pit the woodcutters against the saw millers. The third son Illarion is missing part of his nose. Goodwife Pedo sliced it off after he made a nasty remark while attempting to collect a disputed debt. She was fined and punished, but the bloodfeud is still active.
W) Janavik's Bakery — the locals grumble of this place. Bread is often heavy and rises poorly. On more than one occasion, Janavik has been accused of mixing chalk into his flour. Despite the poor reputation, they do a brisk business. Janavik's eldest son, Trofim, joined the clergy 10 years ago and befriended Inna Sascia. He serves as a chaplain and staunch supporter to the Townmistress.
AA) Thyatian Farmer, Abhad Porcius — Noted for being duplicitous in his dealings. Has some training in the law which he frequently uses to increase his land holdings. (His first name is a tribute to his grandfather.)
BB) Widow Bortnik the Weaver (MU5) — This crippled woman of only 36 years old is beloved by local children. She is quick to give them a morsel and interrupt her weaving to speak with them. It is little known that she is skilled in divination and able to weave enchanted tapestries. She lost the use of her legs while adventuring in the high Altan Tepe Mountains. Her warrior husband, and adventuring companion, was killed in an ogre ambush as was her sister, also a magic-user. The party thief survived, but left for the northlands after the disaster. She would like to meet him once more to thank him for saving her. It might take the aid of adventurers to locate the thief. SPELLS: 1st: Detect Magic, Analyze, Light (as woven tapestry) 2nd: Locate Object, Invisibility (as woven tapestry) 3rd: Speak with Dead; It takes 4d6 hours to weave a magical tapestry. The widow can only have 1 to 6 (roll 3d6 and take middle result) such tapestries in effect at any one time. After 3 to 8 months the power of the tapestry fades. The threads dissolve when cast. The tapestry is really the size of a small blanket… 5 lbs. The widow doesn't use a spellbook, she sings her spells from memory.
EE) Felt-Maker and Hatter — Run by a large, unattractive young widow, Rufina Porcius. Her business is currently thriving as felt hats with malachite or azurite hatbands are the current rage. If one was to get to know Rufina, she would prove a loyal friend and a merry wit.
GG) Three Golden Balls — The only moneychanger in town lives here. Horgus Appollanius, an incredibly thin man noted for a boisterous laugh and flippant demeanor. He is still a shrewd businessman. His female guards are not to be trifled with. He can turn nasty if people are unable to repay a debt.
HH) Manor of Nicon Sascia — Sascia made his fortune the old-fashioned way, he married into it. His wife of old Traladaran roots was quite wealthy. Isabella Nikoli of Halag inherited her fathers mining interests. While most was sold before the family fled Halag, she still encourages her husband to invest in this sector. To date, his ambitions seem on political influence rather than mineral wealth. Their daughter Inna was selected Townmistress both due to her father spreading the wealth and her own merit. Nicon seems to be scheming once again. He can be seen quickly walking down street at night in the company of his trusted bodyguard Akrisios. (Unknown to most, Akrisios is much closer to his master than many would expect.)
JJ) Guild Hall & Jail — This building serves as the town's meeting location. Property holders select their aldermen here. The various guilds meet here. The magistrate administers justice here. A small jail is to the rear of this building. The feeble-minded adult son of Sabinus Fabius, Costinos Fabius, is the town jailer. A blind eye is turned to this egregious nepotism due his father's position. Costinos is often found giggling to himself and stacking small items into jailer. He likes to yell and threaten prisoners, but his gibberish makes little sense. He is quite strong and physical, but prone to allowing jailbreaks.
NN) Manor of Caesar Caelinus — This is the home of a wealthy merchant. An extended family and servants live under this roof. The architecture is that of a Thyatian villa. Hired musicians, especially the harp, are often playing in this home. Lady Camilla has a rather traditional Thyatian indifference to fidelity and may attempt to seduce interesting stingers of either gender. The blading and middle-aged Caesar is a shrewd businessman. He tends to wear togas and dyed wigs. He has a bit of a paunch, but his love of wrestling belies his pedestrian appearance. His two eunuch manservants are dangerous swordsmen. Other than the fineries of the villa, most of his wealth is stored in his warehouse vault.
VV) Alchemist, Plinius Nonius (from RC Pinnell's treatment) — Has never been an outstanding alchemist. After absconding with a townsman's wife and gaining access to her experience and trade secrets, he is considering and occupational change to pâtisserie. He is unsure if his new mistress is faithful. He is already baking treats as a side business and it is going well.
ZZ) Alfenus Vetus' Gymnasium and Tattoo Parlor: Martial training, tattoos and mercenary services brokered are done on these premises. The business is at odds with many of the more bookish neighbors. One of the lawyers is constantly reporting Alfenus to authorities. Alfenus is an aging ex-legionnaire who spent a brief stint as a gladiator. He has a phobia about getting his hands dirty or wet and is always seen wearing white leather gloves. Snasti Boks is taught and trained here in addition to weapon sparring, boxing, wrestling and fitness.
A7) Magistrate, Sabinus Sylla — Sabinus is an effective civil servant. He is not above lining his own pocket and does discriminate slightly against the superstitious, hot-headed Traladarans, but he does seek justice. He has one young son, a sickly fellow. His wife relies heavily on servants for most tasks. The household is styled as a Thyatian villa. Sabinus has slightly elven features with dark hair and a coarse, heavy unibrow. He often takes his meals at Soly's Saloon in the back room.
A8) Salter, Pliny Caelinus — This prosperous merchant deals in salt, dry colorants, pigments, chemicals, lime, etc. He is quite jealous of his brother Caesar's fortune. His wife is a notable singer in local theater. His 4 children also are artistic. He sits on the operatic board for community theater. His eldest son is a keen blade with the rapier. Pliny is not above hiring bandits and thieves to target his brother's wealth. He has a widespread network of associates in distant town that are both suppliers and customers for his wares. His brother is fighting back through the guild system with increasingly exorbitant fees and regulations targeting Pliny.
B6) Agricultural Market Tents
B8) The Lumina Theater — A decrepit, rotting old playhouse. While abandoned, women of the night may socialize with men in this musty structures darkened alcoves. It would be possible to renovate, but the criminal element might oppose such an agenda.
C1) Corwainer, Darina Turpio — Widow whose husband died suddenly 3 years ago. Her brother is a journeyman miller. She has two journeymen and one apprentice cordwainers working this shop. They are quite prosperous. Her 3 children are all grown. None remained in Luln. One son is a rake and drunkard in Kelvin and one is a sailor. The daughter married a merchant of Athenos. Darina is courted heavily at social events, quite a catch for a woman north of 40.
C5) Tannery, Evgeny Balakin — smells with lots of pits, barrels of lye and a generally unpleasant area. The tanner is a notably mean git (T4) with great skill using a long knife. Nearly killed a rival 2 years ago at a guild ball after a snide remark.
C6) Glassblower, Tius Silvanus — This ambitious businessman also farms wheat with hired men. He is deeply estranged from his son, often found drinking away his troubles in Soly's Saloon. His son Spurius is deeply troubled, perhaps a sociopath. He is unpredictable and can often be found in the company of the worst sorts.
C8) Pâtisserie, Danill Shurupov — Suffered an injustice from the Alchemist #VV… his wife was taken and with it, many of his best recipes. He seeks revenge. She left 3 chubby children with her father. Their is much outrage among the local women against unfaithful Zinaida.
D3) Thyatian Shepherd, Albinovanus Pedo — His wife, Lecretia, is quite handy with a blade. They have a feud with Iosif Vereshchagin and his sons. She spent a week in stocks for slicing off part of the third son Illarion's nose. The family has three teenaged daughters and a young son. The daughters are handy with a sling and the eldest is beginning to know her way around a sword.
D6) Shepherd — Member of the Beekeeper's Guild. Has a good eye for trees and is often collecting bounties for finding good specimens from local woodworkers. Also knowledgable about local flora.
E1) Prosperous Farmer, Manius Creticus — Still vigorous in his mid-50's. Wheat, produce and barley are his principle crops. His wife is a midwife.
E3) Ashburner's Family, Sophos Balashov — Also farms (wheat & oats). Keeps 2 dairy cows and an aging nag. He was recently accused of theft of a cow and flogged. It proved a misunderstanding, the family is still bitter about the accusing dwarven clansmen. He sells much of his potash to the tanner.
E4) Farrier, Qadir Nejem — An eccentric man from the Emirates, he wears dark robes and head wraps daily. He prays in his own fashion and is believed to have magical gifts. He is married to a very dimwitted Traldaran woman. She is an excellent cook. They have 6 lovely daughters aged 4 to 16. Qadir and Sophos the Ashburner are dear friends.
E6) Thyatian Farmer, Aulus Creticus — Adult son of Manius Creticus.
E7) Thyatian Farmer, Vipsania Pius — Wheat, sheep and collecting mushrooms and truffles are his practices.
E9) Paddock for prosperous farmer (Location I9) Lots of ponies and mules graze here.
D7) Dwarvish Farming Cooperative — This is the home and barn to a small enclave of dwarfish farmers and brewers. They work fields on both side of the North Path and have a paddock to the east of the North Cemetery. There stock are large draft horses used to plow barley fields. They also have plots extending about a quarter of a mile north of town sowed in barley and hops. They also grow pumpkins and turnips. Many of the farmers are bachelors trying to save enough money to support a dwarf-wife in comfort.
D8) Caelinus Holdings — For shipping freight, no operation in Luln is as successful as the Caelinus family. They keep oxen and draft horses in yards to the west and north of this warehouse. Most of the business is shipping wooden planks and refined copper bars to the port cities of Halag and Specularum. Guards and mercenaries are contracted for protection. Some suspect that the family is on good terms with the Baron of Halag. The owner, Caesar Caelinus, lives on the Roost (location NN). His majordomo, an unsettling Hattain named Berchtold, oversees operations. Berchtold is a mysterious figure, thought to be a skilled warrior… at least adept with a knife. Traladarans believe he possesses the evil eye. Berchtold is tall, gaunt and dark of feature and hair. Notable scars mar his left hand and his neck. The DM is free to make him a thief, fighter or even an illusionist. He should be neutral rather than evil as he is a potential employer for PC's. A trapped, locked subterranean vault holds much of the Caelinus wealth.
D9) Sawmill, Rufus Martalius — A deep saw pit is constantly kept in operation sawing planks. There is no shortage of work here for strong men willing to work for little pay. The woodcutter is seen as a threat. He has too many charters to coppiced groves that the saw miller wishes to use.
F3) Thyatian Farmer, Arruis Liberalis — His Traladaran wife is a skilled herbalist and healer.
F4) Thyatian Farmer, Horus Bracius — Twin brother of Damien. Married to a portly island princess from Irendii. Both brothers served in the Thyatian Legions in their youth. The motley horde of swarthy, plump children and tall blond children with blue eyes are odd as they swarm about the farm.
F5) Thyatian Farmer, Damien Bracius — Twin Brother of Horus. Married to a tall, statuesque Hattian beauty. Both brothers served in the Thyatian Legions in their youth. The motley horde of swarthy, plump children and tall blond children with blue eyes are odd as they swarm about the farm.
F6) Loriner, Konstantin Bogun — This leatherworker makes tack, stirrups and saddles. He lives with a mistress and a bastard son from another mother. He is a keen gambler and is working a complex grift attempting to steal large portions of Sabinus Fabius' wealth. It is a risky plan of disguise and legal forgeries with the final payoff as a card game. If it works, Konstantin can join the ranks of the wealthy.
G3) Shepherd — Warreck Vikhrov (F2, White Peregrine); His wife and eldest daughter handle most of the duties. Warreck is a romantic and dreamer. Herding is really not his calling. He looks a great deal like Hermann Rucker (F5) such that the two are often confused.
G7) Jeweler — Mostly works with copper, some gold and semi-precious stones found in copper ore… malachite and azurite. Bright blue or green hat bands are currently popular.
H1) Blacksmith, Blasius Nonius — This blacksmith is overworked. Their are too few smiths in town. He is very close with his brother, the alchemist, but finds himself attracted to his new mistress. Blasius is married with two sons ages 8 and 10 that help at the forge. He will often allow Spurius Silvanus to aide for a bit of coin, but he is troubled by the young mans demeanor and unpredictable nature. He lets him sleep in the shop as he wishes out of pity. The journeyman assistant Bricius is aging rapidly and was never more than pedestrian in his skills.
H6) Town House of the Sabinus Fabius — The Fabius family was one of the first to relocate into Traladara. The family has many holdings and is a prominent landlord in town. Deemed haughty and interlopers by the Traladaran people, they have made their fortune more honestly than many new arrivals. As a youth, Sabinus served as a barrister and a judge. He retired young to manage his wealth. He fancies himself a keen gambler. His wife, Saturnina, will not utter a word that does't criticize others. She dotes on a small pet monkey and her chubby 14 year old dullard of a son. Sabinus routinely makes money on property sales and speculation. He is invested in mining operations to the north and a moderately successful shipping concern in Specualrum. He hires bright young barristers to oversee his holdings. His most trusted is currently Titius Aristo. He infrequently contracts with Kaline Ilthanar (T8) for the occasional courier service. He is aware of Kaline's loyalties, but appreciates his abilities. He does not entrust Kaline with his most sensitive business.
I1) Town Crier (Leo Shchukin) — A young, homely Traladaran. Was from a noble family in Halag, but his wealth is gone. Supplements his income as a bricker, maker of bricks. Often rents a room to his friend Kaline Ilthanar (T8) when he is in town. Leo would be deeply hurt if he learned of Kaline's espionage.
I2) Valeninus Bracius, Barber-Surgeon — A red and white striped pole stands beside the door to this humble timber-framed building. Dentistry, amputations, haircuts, leeching and other medieval medical practices are performed here for modest prices. Vlaeninus' second son, a teen named Hortensius, has pleaded with his father about the sorry state of the palisade at the waterline of 'The Swamp.' His father does not listen. His oldest son Iulius is the sensible one, a mason's apprentice. His wife Junia aides in the practice, weaves and churns butter to supplement the family income. Hortensius spends much time fetching water. Member of the Beekeeper's Guild.
I4) Farmer, Volkor Vanzin— The farmer's son, Ric Vanzin, is an outstanding young wrestler. While only 15, he is often able to pin men much his senior decisively and with flair. Whooo!
I6) Tack & Supply — This business sells forage, tack and other farm implements. The deep porch often has 10 to 15 elderly men gaming and talking in all weather. The spy Kaline Ilthanar (T8) frequents here when in town. His is well liked by the regulars, who adore his high-spirited stories.
I7) Woodcutter, Gleb Balakin — Hires day labor, mostly teenaged boys, to help harvest coppiced thickets to the south of town. They are sold in the agricultural market. Currently struggling to find workers. Many of the boys are reporting sighting ghosts in the morning mist. While a stern and hard man, Gleb is not cruel like his cousin, the tanner.
I8) Peat Digger & Family — Very unsuccessful. Digs just west of Myeroski Pond. It is not the best peat and it is a rather small area that will be depleted within a couple of years. Supplements income with petty theft. Willing to trade information for coin. In hard times, will resort to woodcutting despite not having the proper license.
I9) Prosperous Farmer — works fields directly to the west and grazes stock in paddock E9. Member of the Beekeeper's Guild.
J2) Currier — Is selling improperly cured items to Berchtold of Caelinus Holdings. It is likely that he will abscond soon with his ill-gotten gains. The currier is a wily and evasive man despite not having martial skills or magecraft.
J3) Hayward & Weirkeeper — Leonid Emin is the local hayward & weirkeeper. He insures that local pastures, walls, fences, hedges, waterways, streets and bridges are properly maintained. His wife, Bepa, is a gossip and a moralist. She stays in everyone's business and is lobbying to have the Lumina Theater burned. She is making well-connected enemies. 3 children live in the home and an elderly uncle. Leonid works two days a week as a paver to supplement his income. This family knows a great deal about local affairs. He has weirs in both Myeroski Pond and streams a mile to the east.
J4) The Miller, Ennius Laelus — A reputable businessman of advanced age. His pretty wife, Iunia, of 26 handles most of the daily operations. If the miller were to die, his widow would be courted very heavily. She is already garnering much attention and gifts of sweets. She has become a little plump. 3 dirty young children run about the mill half-clothed. The dour Traladaran journeyman miller Novrius Ageykin stands no chance with the widow after his master passes. He may resort to blackmail or extortion to gain the mill.
J8) Otho Marin, the Grocer — This grocer, Thyatian, is widely thought to be one of the most handsome young men in town. His young wife died recently leaving him twin toddler girls. He has an apprentice and a maidservant to care for the children. He has a soft heart and often gives to the beggars and downtrodden. His business is on shaky ground due to his generosity.
K1) Burned out Building — From the Rioting of 986 AC. Exposed cellar leads into the old sewer system. Vagrants avoid this building because of fear of sewer rats and other creatures.
K2) Burned out Building — From the Rioting of 986 AC. Vagrants, Spurius Silvanus and occasional Kaline Ilthanar (T8) will squat here for a few days time.
K3) Tenements — Build after the fire of 986 AC, this building is very haphazardly constructed and leans heavily against the burned remains of building K2. Those only able to afford modest housing by the week often end up in these miserable living conditions. Granny Balbina (an impoverished Thyatian widow) is often seen sitting on the stoop to this building chattering with residents and passers by.
K5) Abandoned Warehouse — Vaulted cellar interconnects with the sewers under Wide Street.
L1) Beekeeper and Brewer — Member of the Beekeeper's Guild.
L6) Farmer, Maxim Vanzin — Brother of Volkor Vanzin. Deeply in debt. Lobbying his brother to become wrestling manager to young Ric. He is also looking for investors in a speculative wildcatting operation to the west… just a scam. He often rents a spare room to Master Jacoby Kilonski (F7) when he is in town.
L7) Farmer & Eggler, Ilia (male) and Kseniya Mikhailov— This family raise grain and collects wild eggs from the forest. One teenaged son is quite handy at carving and is often able to make unique contraptions of wood.
L9) Shepherd, Drusus Lucanius — The wife of this shepherd, Petronia Lucanius, is thought to have poisoned her first husband, a Traladaran. The rumor is an ethic flashpoint.
N2) Farmer Bespalov — The eldest daughter, Novidia, is enamored by the dashing Master Jacoby Kilonski (F7). She is totally unaware of his activities beyond the hay loft.
N3) Woodcutter & Beekeeper — Member of the Beekeeper's Guild.
N4) Lazy Thyatian Farmer
N5) Traladaran Farmer
O4) Thyatian Farmer
O6) Abandoned Farm
O7) Woodcutter, Jovian Marin (Thyatian) — This large family works hard, but is very poor. Two sons were given up to apprenticeship early. Anonymous charity would be a great boon to these deserving people. His cousin Otho is often able to help, but that may not continue if his prospects don't improve.
O8) Swineherd, Collier and Woodcutter — this large family is quite at home camping overnight in the woods as they check their charcoal burning kilns, their swine and collect wood. The boys are squat with shaggy, long, red haired manes. The father carries a long mallet and the boys are often seen with slings and long knives. They will venture further to the east than most and will swear to have seen various undead horrors.White Peregrine Members
Alexei (F2, human) from village of Ryania
Leraith (C3)...injured in DDA3…Cousin to Lord Forester Roderick (DDA4, p. 3)
Zemeter (C6)...arrives late to heal Leraith with Cure Disease spell. (Likely lives in Arkanites.)
Morander the Taverner.White Peregrine Agents in Halag (Fort Doom)...
Lemnos (Merchant)...owns a warehouse.
Petronius (sandy-haired handsome man with a noble bearing)
some of Petronius' "men."Iron Ring Members
Master Jacoby Kilonski (F7) This charismatic thief is well-connected and likable. He is in cahoots with Rashak's Reavers and may lead PC's allied with the White Peregrine into ambush by the gnolls and/or goblins of that tribe.
Hermann Rucker (F5) Bro. of the Cleric Rucker from B10 (pp. 30-1). A Reaver. A Hattian warrior whose father relocated to Halag with Baron Von Hendriks. Moves about the Cruth Lowlands but is often seen in Riverfork Village, Arkanites and Luln. He is unwelcome in Guido's Fort. He may have connections with the Three Fell Lords… the orcish kingdoms of the western Cruth Lowlands. He looks a great deal like Warreck Vikhrov (F2) such that the two are often mistaken for one another.Baron von Hendrik's Agents
Kaline Ilthanar (Master; male; T8) He delivers written reports on a semi-montly basis. He simply delivers them to the guards at the watchpost on the road to Halag. He is well-liked in the Church of Karameikos, the Tack & Supply and can be found gaming with elderly men many mornings. His cover is as a courier of jewelry, procurer and messages to Halag and Specularum. He does occasionally act in that capacity to keep up his front.Radlebb Keep
To the southeast on the Westron Road lies Radlebb Keep, which defends the road against invading forces. This keep houses the 5th Division of the Karameikan Army, Radlebb Guard Battalion (also known as "Hell's Jailers"). Their task is to keep any and all Black Eagle or Iron Ring (most stationed there say the two are one and the same thing) forces from penetrating farther into the civilised parts of the Duchy. They also assist Luln in its defence when they can. The constant threat of activity from the Black Eagle and the haunted Koriszegy Keep to the north keep the soldiers stationed here under a tense, gloomy atmosphere. The Keep is manned by about 250 soldiers (F1) armed with chainmail, shield, longswords, crossbows commanded by Captain Gregori "The Grim" (F6). A lieutenant (F4) and three sergeants (F2) also serve here. About 40 of the soldiers are mounted with lances.Some common threats include...
Bugbears, Hobgoblins and Goblins (Bloodbears, Vile Raiders and Roaring Fiends.)
Occasional raids by the Firemane Centaurs deep within the Radlebb Woods. The horse herds of Radlebb Village are a favorite target. The centaurs steal the horses and sell them to other nonhumans.
Monsters of many types are slain.
The occasional zombie horde that shambles from Koriszegy Keep on a excursion of carnage.
The elves of the southern Radlebb Forests constantly have complaints about the lack of effectiveness of the Keep at combating the various goblinoids. Capt. Gregori has been called to Specularum more than once to be chewed out from the brass. He is becoming jaded with the thankless post.Error in DDA3: Eye of Traldar
Page 32 of the text suggests that the PC's flee to Luln where they are to return the Eye to Petronius only to find Petronius dead. I believe the intend was to return the Eye to Leraith and possibly find him dead.Rumors about Koriszegy's Keep, the Haunted Keep (Brian Caraway)
Several miles to the east is the haunted Koriszegy Keep. It is (correctly) rumured that the Lord Koriszegy still lives in the crumbling ruin; leaving occasionally to feed on some poor, unsuspecting soul. His undead servants guard the place in his absence, which is also rumured to hold vast amounts of treasure. No one dares go near the place, since many adventurers have gone to the frightful place and never have returned. The Town's Professional Defenders (based in part on RC Pinnell's Luln fan supplement)
Town Garrison: report to Townmistress Inna Sascia (F10). Not part of the Duke's army. In many ways, Inna runs the constabulary like a disorganized fraternity. Personal relationships, exceptions and tolerance prevail. Her home is often the social center of many of the guard and outrider's lives outside the barracks and duties. Disorderly conduct is rather the rule than the exception.
Master of the Citadel: Markus (F5)
Captain of the Watch: Kalvin (F4)
Chaplain Trofim Janavik (C4)
Lt. Flavian (F3)
Sgt. (F2) Sgt. (F2) Sgt. (F1) Sgt. (F1)The Sentinels
(2) F3 (Trem & Durk), (10) F1 with longbow and tracking skill. leather, longbow & longswordOutriders
(12) Light Horsemen; Sword, leather, Lance
(8) Med. Horsemen (Cpt. Jorlon; F4 as leader); Sword, Chain, shield, LanceCitadel Guard
(10) Crossbowmen; leather, crossbow & longsword
(30) Footmen; Gambeson Armor with shield & Spear; hand axesGuarding the Gates
Day: 0-3 guards (1-in-6 per guard one is a Sgt.)
Night: Gates closed. One crossbowman in the left tower.
Day: 1-4 guards in day (50% for a Sgt. to be present.)
Night: 1-3 guards present, but gate closed. (1-in-6 for a Sgt.)
The Citadel has d5 guards day or night plus a commander. Commander (d6) 1: Kalvin 2-3: Flavain 4-6: a Sqt.
Two night patrols of two footmen patrol the walls and the streets. There is only a 1-in-12 chance they will be near enough to thwart an act of mischief.Footman's Games (Western Karameikos)
: Sviftmont 1st: The second troop... see other Footman's Games entry for first troop... lands by ship in Halag from Athenos in late Ambyrmont. The games begin in Halag on Sviftmont 1st and runs for 3 days. Locals are reluctant to participate as it potentially exposes them to abuse from the Baron's troops, but typically curiosity and any novelty to alter their dreary lives proves too enticing. The troops are ill-behaved, as is expected. As the entertainers leave, they are heard grumbling under their breath that that's the last time they'll ever do that. The entertainers are allowed safe passage to Luln, but the road is closed after them. (Departing entertainers and merchants are issued papers allowing for re-entry into the Barony for 8 months as some sail from Halag to Athenos over the winter and the Baron wishes the troop to return the next Fall.) The Baron does not wish his troops in Luln during their games. They are too unruly and may attract the attention of his cousin. He does send spies and agents to Luln's games. The Luln games begin Sviftmont 8th and run an entire week. The games draw heavily from Riverfork Keep, Riverfork village, Radlebb Keep and Radlebb village. Nearby soldiers will do anything for leave during the games. As leave can't be granted to everyone, soldiers feel fortunate to get 3 or 4 days of leave. Manpower is about 60% at the two keeps during the games. The games in Luln are perhaps the best in Karameikos. The entertainment is sub-par, but the contests for the locals are outstanding and the revelry is epic. The entertainers will return next year and endure the games in Halag for another chance to revel in the uninhibited town of Luln. The entertainer's troop breaks up after the games to meet in the late spring of the next year back in Athenos. While some make it back, others get distracted during the winter as they eek out a living in Karameikos and the Five Shires.