-or- Register at the Citadel
Locations
City
Water


4

3 Votes

23xp

ID: 5797
Hits: 810
Comments: 4
Ideas: 0
Rating: 4
Condition: Normal
Submitted:
May 25, 2009, 4:43 am
Updated:
March 30, 2011, 8:02 am


HoH not available due to level or sub is not 10 days old
Maskholm
By: RGTraynor

Ruled with an iron fist by the famed Admiral Sir Korak Dragonslayer, Earl of Kaldi, the city of Maskholm is one of the great ports of the northern shore of the Kingdom of Warwik; here are some of its notable seaward businesses.

The Port: The shore west of the palace closes around one of the largest ports of all of the Kingdom of Warwik's northern shore, built around a perfect natural harbor. The entrance of the harbor is guarded by three towers; the eastern and central towers are connected by a seaward dike which doubles as a stout breakwater for the harbor, and the gap between the central and western towers is the only opening to the port itself. The western and central towers double as both fortifications and lighthouses at the same time. Both are crowned by two huge lamps fitted with cunning glass lenses which focus the magical lights with which they are lit, visible many miles out to sea.

A wooden construction in the center of the bay, shaped like an octagon, houses the Maskholm Battle Fleet of the Royal Navy. The "Octagon" is well fortified and only has one seaside entrance, large enough for one warship to enter or leave at a time; however, the wooden wall is vulnerable to attack and generally has fewer marines than required to man it properly. The other entrance is a passageway that connects the structure with the shore. This security measure was taken to ensure that even when the port is entered this stronghold can continue to prevent any approach to land within the port district. Hidden from outside view against the landward side of the Octagon's is Maskholm's House of Admiralty.

Mestenek Compagnia: This sturdy house hosts the compagnia owned by the Mestenek dwarven family, represented here by three brothers. While they have trading interests served by the port, the two-story shop - the brothers' living quarters are underground - sells all manner of exotic equipment. If you need Arawnian religious garb or Sadasian-make armor, either you find it here or not at all. The brothers are all hard bargainers (the stupidest being a crack merchant), typically buying at half then selling at twice normal price. As some dwarves do, the brothers are chary of giving their real names - lest you have power over them - and they're colloquially called "Red," "Baldy" and "Creepy."

The Opalescent Tower: The local chantry of the College of Mages, this slender tower received the benefit of a magical light spell that succeeded far beyond the enchanters' dreams over a century ago, and has shone with a soft multi-chromatic glow since. The Guildmaster is one of Earl Korak's old adventuring companions, Master Hamal, a Senior Master-class Windfinder (nautical mage). Long bald by choice, Master Hamal is tattooed heavily with magical sigils; he has a pattern of multi-hued stars arcing from above his brow and running down his neck and shoulders. The tattoos unnerve some, but the affable Guildmaster makes others comfortable. He is entirely the Earl's man, and shows no hesitation to back him with the Chantry.

Academy of Music: Somewhat of a misnomer, this is a more general scholarly academy, the highest institution of learning in the city, which lacks a chartered university. The Academy is noted for its excellent library; the collection of books spans topics such as travel, bards' tales and songs, and legends of other countries beyond the Sea. Druzir Kendrel Khanshael is the dwarven headmaster, but his true calling is his search for magical drum lore in music, as his father and his mother's father before him.

The Rose Eternal Inn: The Rose Eternal is a finely regarded establishment with diamond-paned leaded windows, unusual for an inn. The interior is small with a ten-stool bar and no open tables. There are, however, ten alcoves separated by partition walls. Each has a swinging half door, hard to see inside and therefore prized for their privacy, making the Rose Eternal a popular hang out for cabals and secret trysts. The staff is mostly discreet. Talbor the owner is superficially cheerful, but closemouthed. The night bartender is his nephew Laron, who is greedy and vain and will take bribes if he can get away with it. The barmaid Rowan is playfully rude to all customers ... as well as an Emerald Serpent agent, the Kingdom's secret police arm; she is an excellent knife-fighter, a skill she likewise conceals.

Apartment building, no sign. This ramshackle building - painted a hideous fading green, with many broken wooden shakes and roof shingles - has six apartments and an outside stair to reach the upper floors. One side of the ground floor is owned by a pair of prostitutes, the other side by a poor clerk in the local branch of the Ministry of Shipping and Customs. The clerk is desperate to get out of this hole and will do nearly anything for a respectable bribe; stealing documents and forging official seals would not be out of the question. The third floor belongs to a family of orcs - seven adults and nine children. The adults work as hired gardeners for city residents. The wife of one of the families has recently uncovered a strange mottled purple stone, shot through with quartz, which she is convinced is talking to her. She pretends to be sick - leaving off work and housekeeping - so she can listen for its next grave pronouncement; the eldest daughter runs the household. By the third floor, the exterior stairs are rickety and liable to breakthrough. The second floor is to let, and actually furnished - the previous occupant died last month of a swift wasting disease, something the agent showing the premises conceals but that the neighbors know.

Sign of the Brass Compass: This old but clean building is the home of Miles, who calls himself a Finder. The door is open, but has a brass handbell on a cord. All the exterior windows have barred and locked down shutters. Miles finds lost things, something at which he's quite good; he'll also do stakeouts and tailing, something at which he's far less good. He is a plain, timid looking man (with, however, evident elven blood), short two fingers from a less-than-successful adventuring career. His prices are low for easy assignments, higher if the item is stolen. He is on speaking terms both with the city's underclass and the City Guard, and is willing to be a go-between in any case. A source of irritation for him is that the home used to be the shop of a renowned maker of nautical instruments (since deceased), and hopeful customers frequently badger him for the same; he just hasn't gotten around to "wasting" the silver to have a new sign carved.

Zorn's Dockside Outfitters: This chandler sells rope, tackle, fishing equipment and many things needed for ocean voyages. It is owned by Naghan Zorn, a retired pirate who lost the use of his left arm battling the Royal Navy. Given his extensive contacts with both pirates and the various trading compagnia he usually knows which ships carry what cargos. For the right price he can be persuaded to share this info.

House of Lunaryna: Lunaryna is a journeyman wizard who uses her magics for commerce. Her divination powers help keep track of investments, while she knows oathing, tagging and identifying magics useful in the caravan and seafaring trades. She invests the proceeds in underwrite expeditions and commercial banking, preferring to take a small flat fee and a percentage of the profits. The business front itself is modest, consisting of a high desk, a few chairs, and a heavy granite safe room lined with an alchemical lead sheathing which prevents magical scrying; the wizard also carries a magical pouch which opens only on her command, where she stashes jewels that represent a good deal of her wealth. That being said, much of her business is conducted with letters of credit, and she carries very little gold in the business. Personally, Lunaryna is a striking elven woman with a dusky complexion, silver hair and lavender eyes; she dresses in form fitting black leathers and is quite willing to use her sexuality to further her business arrangements, although she stops short of following through on any hinted promises of bed play.

Mercenaries' Guild Hostel: Chiapa is a feisty veteran Chulik warrior who is the Captain of the local Guild hostel. She thinks that city dwellers are decadent weaklings, but enjoys the luxuries Maskholm offers her, and carries out her duties in order to ensure a steady supply of civilized food, drink, and sundry other pleasures. She owns a heavily enchanted black bastard sword - it has significant bonuses to parrying - and a set of "lucky" elvenmail which she wears only for duels or battles. A notable mercenary commander often present is Lord Gareth val Stolin, who served in the old king's army as a regimental colonel before the accession of the current monarch. Once a suitor for the hand of the Queen's niece and long feeling done down by his rejection, he resigned his legionnary commission to found the Grey Gull Company, a three-company sized infantry unit which wears black-trimmed grey tunics and a gull feather in their marching caps. The Gulls hire out for garrison duty, having a high number of engineers with a reputation for field fortifications and skilled defense. Lord Gareth considers himself past his prime (he is, but is still a formidable warrior), and is contemplating retirement to the rose garden and small villa of his fantasies.



User Submitted Ideas (0)

Please register to add an idea. It only takes a moment.

Comments ( 4 )
Commenters gain extra XP from Author votes.
Extra bonuses go to those that spend all votes in between refreshes.

Voted Cheka Man
2009-05-25 08:45 AM
0xp
A good fantasy town, I like the idea of the glowing tower.
Voted valadaar
2009-05-26 02:22 PM
0xp
Good locations and NPCs, though the navy depot does not sound very safe to me.

One fireship or block ship could pen in the entire fleet if surprise is attained.

I am impressed by the level of detail here!

RGTraynor
2009-05-27 02:20 AM
0xp
Thank you!

And yes, pretty much; if the aerial patrols fail, if the landward watch towers fail, and if the fleet's penned in, a fireship would make life very tough.

That's realism for you. History's filled with examples of defensive positions thought "impregnable" until the opposition pulled a fast one or thought up an obviously "impossible" tactic. (Come to that, how many castles were taken by treachery as opposed to by storm? As few as three to one?)

The major war I've mentioned a couple times in my submissions between Warwik and Menahem a few years back was one of those, very much of an England-France battle between the dominant naval power and a very strong land power, with a couple hundred miles yet between their shores. Menahem launched a seemingly suicidal onslaught with their entire navy and half of their merchant fleet against the far superior Warwik navy ... only their real tactic was to ground the right ships on the Warwik shore to establish a beachhead: just long enough for the temporal wizards to create a Gate to Menahem through which the bad guys would stream their legions. The only reason the Menaheem failed was that the PCs led a surgical strike to take out the Gate on the relatively unprotected MENAHEM side, so the Menaheem only poured three legions and change into Warwik instead of ten ... and even so, came within ninety miles of Warwik City before the offensive was blunted.
Voted Strolen
2011-03-05 02:05 PM
0xp

Perfect amount of detail to make it wonderfully immersive and useable! Just enough back story for each location/NPC to allow you to spin a story when they meet the folks and get the players right into the city.

Join Now!!

Please register to vote or leave a comment

Freetext


Oceanic Quest

Show Quest Subs


Respected Member of the Citadel


Random Idea Seed View All Idea Seeds

Weapons or equipment that is heavily relied on can be "named". Then the equipment begins to gain abilities beyond those of normal equipment. They might siphon off some of the experiances of their owners (1 to 5%) and level up on thier own. Could be an unintenitional way of creating artifacts. Ships could become sturdier or seem to just barely outrun the worse of a storm that would have surely sunk another vessle, swords could fumble less or resist dulling more, a farmers plow could turn stones aside easier. Anything that is depended on as much as an inividual can depend on as much as another individual could be "named".
By: Agar | UpVote

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment if you use an idea!
PayPal
Powered by Lockmor 4.0 with Codeigniter | Copyright © 2012 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0231