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Highbarrow:
The early large post gives some locations in the town.
As we get more familiar with the town, DM's can introduce these places or provide their own ones.
for example: the "Blue Fire Inn" replaced the "Wanderer's Rest".

Monday, 2 July 2007

Starting Town

Taken from here

HighBarrow
Highbarrow is a small community with a decidedly mixed population, largely composed of individuals who are expatriate from other countries and have “retired” here for a variety of reasons. Highbarrow is located 75 miles due North of Greenhaven, and is part of a chain of similar communities that lie on a rough and meandering road called the Wanderer’s Path between Greenheart and Merylsward. Highbarrow has a population verging on 400 people (up to 500 with seasonal transients), but many of the people are spread widely over farms that stretch through the woodlands of the Eldeen Reaches over miles. Approximately one-third of the inhabitants are human, one-third shifters, and a broad variety of other races (including all major races). The town itself is very old, but has more than doubled in size over the past century; many individuals and families moved here to start new lives as the Last War persisted. In general, it is a calm, sleepy town, with little occurring on the surface; law is enforced as needed, and mostly entails minor land and property disputes. With a central spiritual core of druids, the town is built in harmony with nature; the main body of the town is surrounded by a wooden palisade wall, grown and augmented by the coven of druids who originally inhabited this area.

The land rolls naturally with numerous large hills; many homes and buildings have been built into hillsides and largely exist underground. Entry into town from the road to the south and north requires passage over a heavy stone bridge built over a deep culvert with a fast, roiling river; this river wraps around the western aspect of the town. On all sides lie primordial forest for many miles, broken occasionally by cleared farmland separated by high walls of rough stone. Common crops include hardy grains, potatoes and other root vegetables, pipeweed (noted to be particularly fine), beans, and various squash; rare fruit orchards can be found, and one vineyard.

Important Places

IMPORTANT PLACES

Within Town

The Druids Grove
The Druids Grove is open to all who wish to enter; few choose to do so, and those few often report feeling “enlivened, but dizzy” or “confused” while there. Rather, many who seek the assistance of the coven will often meet an appointed advisor from the coven (all take turns, usually in the following order: Diona, Hagoth, Marbold, Dynith, Scintion, Haniam).

Lord Urik’s Manor
Home and office of Lord Mayor Urik Maartel and his family, he both lives and works from his manor. He has a small contingent of liveried servants (employed), some of whom are awake at all times. His office includes a chamber for council meetings, petitions and hearings, a small library, and a private study and office. His home is large, and includes a small stable. Urik also maintains a farm not far from town, with larger stables and a larger manor house.

The Wanderer’s Rest
A large three-story building of bright whitewash and dark wooden beams, the inn is remarkably inviting, is clean and well-lit, and always smells of fresh bread. Duran Ebinor runs a well-appointed establishment with his wife Tamya (human) three adopted daughters (Mirn, Zeeya, and Haldren) and adopted son (Thane); prices for rooms range from 1sp to 1gp, including meals. Stables are present on the side of the inn; stabling costs 2cp per animal.


Highbarrow Supply and Grey’s Forge
The largest building in town, this warehouse-like building includes the main supply shop, a stable of mounts (horses, ponies, dogs), and the workshop and forge of the Warforged Grey. All mundane and masterwork equipment listed (except alchemical items) can be found or procured from here, with prices 10% greater than listed in the PHB or other reference. Additionally, any minor magical item under wondrous items, or arms and armor, can be sourced here, but take 1d8-1 days to be available once ordered (0 days indicates the item is in stock already and is available immediately). Prices are 10% greater than listed in the DMG. In general, most interactions are limited to a maximum of 10000gp on a given day.

Highbarrow Market
Various craftspeople, peddlers and farmers sell their goods at an open-air market in town; mundane products (food, crafts, minor jewelry and gems) and some simple weapons can be purchased here. The local craftsmen are quite skilled and varied in their fields; there is a 20% chance of finding an individual able to craft a masterwork or more expensive item for you here; prices as per DMG. Sales and barter occur commonly; used goods can be sold at 50% of the market price for a new item if in good condition. In general, most interactions are limited to a maximum value of 1000gp in the market on a given day.

Near Town

The Caravan of Esoteric Exports
This caravan of dwarves occupies the land immediately outside the town walls on the eastern side, and is composed of a collection of disparate covered wagons in which the dwarves live, work, and store their goods; no two wagons are similar in shape, and they are painted in bright, often clashing colors. The caravan does not enter town for two reasons; their wagons require a greater space to set up than is available, and there is an opinion held by some that a group of gypsy dwarves is unsavory and best kept out of the town proper. They do manage, however, to set up a small stand in the market on a daily basis, and do a brisk business in sales and purchases (particularly with the druid coven). The wagons are drawn by teams of oxen which when unhitched are enclosed in a fenced yard. Large dogs are often present at the caravan, and act as security and a visual deterrent; they will not attack others unless attacked or unless one of the dwarves is attacked. The dwarves are not only skilled crafters but tend toward more esoteric equipment; any alchemical items are available, as are any minor magical items, scrolls, potions and wands up to 3rd level. Prices are 20% greater than listed. Interactions are unlimited in maximum value per day.

Outlying Regions

Farms
Numerous small to medium-sized farms (around a hundred, including some now abandoned) stretch for some miles in all directions from town. As noted previously, common crops include hardy grains, potatoes and other root vegetables, pipeweed (noted to be particularly fine), beans, and various squash; rare fruit orchards can be found, and one vineyard. Common livestock include hardy longhorn cattle, several forms of fowl, swine, sheep and goats, and occasionally horses. Many farms grow one or two things in large volume (for sale), and smaller quantities of others for personal use. Most farms include a farm house, barn (occasionally a separate stable), fields and/or pasture, fowl hutches, pig sties, root cellars, occasionally grain silos or storage bins, a well, and often another water source (stream, river, pond, or lake).
One vineyard is located approximately 10 miles out from town, run by Prystal Harden (Half-elf Expert 1) and her family. It produces both mediocre (5sp/bottle) and high-quality reserve varieties (20-30gp) in both reds and whites; a high-end bottle of the white often fetches up to 100gp.
Pipeweed, like wine, comes in both low and high-quality, and is often sold in small sealed casks; a cask of low-quality pipeweed usually costs 10gp (but lasts a month), while a high-quality cask can cost up to 100gp.

The Garden
“The Garden” is the name coined by Morankashtai for the small monastic retreat he has built and inhabits by himself. Built in the skeletal ruins of an ancient hobgoblin outpost, this place exudes a sense of peace and tranquility to most.

Locales
The Outpost
Unbeknownst to all but a very few, this community is built upon the buried remains of an ancient Dhakaani outpost, now a tomb. It is hidden and sealed, inhabited only by the dead, but if disturbed, a proportion of those buried animate to defend it. A great place to hide some Dhakaani Artifacts.

The Druid Circle
Haniam Morr, a member of the Druid Circle, is covertly a member of the Children of Winter, who are attempting to destabilize communities in the area.

The Druids Grove
Noone but the Druids may enter the central part of the Druids Grove, an area sacred to all who revere nature. Only the eldest of the Druids know the truth of Druid Grove - it is the site of a Dimensional Seal, an ancient relic that impairs the ability of Xoriat to become coterminous with the Material Plane. As a side benefit, the Dimensional Seal impairs the ability of Aberrations to approach within a mile, protecting the town from those aberrations that wander the deep woods of the Eldeen.

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I've left out the major peoples from the post. We could create our own or use those as listed.

The downside to using this as detailed: we shift our start location more to the north of the reaches. This isnt an issue, everything still stands as is and doesnt really affect what we can / cannot do

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