Windhorn Hamlet

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Windhorn Hamlet

[by Jerry Phelps updated 2020-09-21]

A map of Winhorn Hamlet can be found here


Sandwiched between two dangerous frontiers and the kingdom that ignores it, Windhorn Hamlet has a history of both good and genuinely bad luck. During the “good times”, it has thrived as a farming and orchard plantation community. During the “bad times”, everybody died. Three times. The differences between the good and bad times has been so distinct that the terms “good times” and “bad times” are local catch phrases used instead of talking about the weather or the next harvest. “The apricots this year look like “good times.”

Historically, adventurers coming to town has been taken as a harbinger of “bad times.” Of course after the adventurers save them from Trolls in the Red Hills or Sahuagin from Dragon Bay, the conversation flips. “Those adventurers sure saved our bacon! They are definitely “good times!”

Windhorn History

Formed in Year Two of the Occupation of Elenna it was founded by Julius Cai, an elf, with his wife along with four other families, looking for a quiet place to start a plantation and winery. He also thought to profit by being on the edge of the civilized lands near the dragon sentinels. The number of settlers grew and the town was built in a traditional manner with a Keep for defensive purposes in the center and the town built in a circle around it.

After an initial period of adjustment and repelling several goblin and orc attacks, Windhorn Hamlet settled into a 350 year period of “good times.” Year by year, the town grew slowly as families, mostly worshipping Mittiri, Goddess of Nature, started a plantation, farm or local business. Windhorn was very conservative, religious, and set in their ways.


The First Adventurer’s Crisis

Once a year, a little excitement was permitted during The Festival of Renewal when several hundred “city folk” came down from the plateaus to see the renewing of the Dragon Sentinels and to view a dragon in the flesh even if it was at a distance. This provided some needed yearly trade so that taxes have never had to be levied on the good people of the hamlet.

Then came Grog. He was a half-ogre who had been banished from his tribe in the Red Hills for being too smart, clever, and not evil. He became an adventurer for a time and traveled widely. He fell in love with the peaceful town while attending the Festival of Renewal, retired from adventuring, and built a tavern and inn on one outer corner of the town. His tavern was named Grog’s Happy Half-Ogre Tavern and Inn. Quickly seeing that only Elves, Halflings, and Humans were welcome in the town, Grog declared his place, “A refuge for all races. A place where no one would be denied a warm fire or cold drink.” Grog’s coming led to what is known as the First Adventurer’s Crisis.

Julius Cai, founder of The Hamlet and owner of the The Hearthfire Inn, rounded up the locals and gave Grog 1 week to leave or he would be forced. Grog’s customers wanted to set up defenses, but Grog refused. On the last night of that week, an assassin hired by Julius set Grog’s place afire. Grog, his employees, and a young band of adventurers managed to get everyone to safety.

Grog’s bouncer ran, during the night, to the Bloody Fist Clan of Grog’s father Grukig. Breathlessly he told the story of Grog’s honor and civility and how he was being treated. His father broke out in laughter and invited the whole clan to travel with him to Windhorn to watch and enjoy his puny son’s antics.

By the time the Ogre Clan arrived, Grog had been arrested for “assault” upon a young halfling girl who was inadvertently hurt while Grog rescued her from drowning. Julius and the local militia had him trussed in the town square and were administering a whipping. Perhaps fatherly instincts took over, or perhaps Grukig just saw an opportunity, but he ordered the clan to slaughter the town. Grog easily broke his chains and slew his father, saving the town. He then turned himself in once again.

During the following night, strange hammering noises could be heard from the direction of the burned down Grog’s place. When Grog was released the following morning, his supporters within the town held a parade leading him to his fully restored and enlarged tavern and inn.

Two of Grog’s associates from his adventuring days also later settled in Windhorn Hamlet: Sidon Bearclaw, who became head of the Windguard volunteer militia, and Lothar Barbu who ran for mayor of the hamlet and lost 3 times before being finally elected.


The Second Adventurer’s Crisis

The Second Adventurer’s Crisis occurred when the entire town of Windhorn was taken into Koshe-Marr, the plane of horror. Julius Cai became so jealous and developed so much hatred towards Grog that he went insane. He just couldn’t stand it that everyone had supported a half-ogre monster, the likes of whom should never have been allowed in HIS civilized hamlet! That the town had disdain for him, their founder, added to his hatred and inner pain. Grog had caused his own father to attack the town! Stopping an attack that you caused doesn’t make you a hero, especially when you are half-ogre! So Julius seethed and looked for revenge. Jancassis, Goddess of Revenge, led him to a cult called the Sons of Dread, which specialized in magical shortcuts. They performed a ritual opening the way to a place of horror called Koshe-Marr and the Powers of that place reached out to Julius. They made him a Dark Lord of Koshe-Marr and drew all of Windhorn Hamlet into their realm to be his kingdom.

The original Gold Dragons, then known by another name, “The Company of Wayward Saints”, saved the town, returning it to the Wold. Julius Cai did not return. Many have tried to learn more of what happened in Koshe-Marr, but the Gold Dragons have never spoken about it. All that the old-timers of the town remember is just a vague nightmare that is easier to forget than to talk about.


The Third Adventurer’s Crisis

The Third Adventurer’s Crisis occurred during the Sentinel Ceremony at the Festival of Renewal. Everyone knew that Dragons could never cross the magical boundary between New Elenna and Dragon Bay, because of the well placed Dragon Sentinels. But that year there had been no scouting of the weakening Sentinels. No “dragon sign” at all. So the Hamleteers were both relieved and worried. The morning of the Ceremony of Renewal came and the entire town along with over a thousand who were there for the Festival made the long procession to the nearest of the Dragon Sentinels. The High Priest in town directed the ceremony and each person prayed, sang, concentrated, or willed their lifeforce into the Sentinel. As it began to glow with the lifeforce that would power the Sentinel for the next year, the attack came. But it was not dragons. It was Sahuagin, horrendous looking sea monsters.

The requisite adventuring group, at this time known as The Chosen, fought bravely, but all was lost and everyone was slain. Thousands of people. Gargul called a conclave of the Gods of Wold and formally informed the gods concerning the attack. The gods wept. Afterwards, Alemi instructed the gods themselves to go down in physical form to bury the heroic citizenry.

Two things occurred during the godly burial. First, Caeroldra mated with one of the dead heroes after raising him from the dead, because she couldn’t force herself to bury something so beautiful. Second, the other gods became so moved, by the useless slaughter, that the entire town was rebuilt as it was and the citizenry raised from the dead.


Effects of the Three Adventurer’s Crises

Due to these events, the quiet village of Windhorn Hamlet had become quite legendary. The Festival of Renewal grew in size to the point that it was almost unmanageable. Festival time would bring in 1000s of folk all wanting to see the Renewal of the Sentinels. Of course they were also hoping that something else legendary would occur.


Fall of the Dragon Nation

In the years that followed the Year of Ascension, Marteas’ Carrier Priests attempted several times to convert and grow a following within the dragons of Dragon Bay. However, they were unsuccessful, greatly frustrating the High Carrier. He called upon his inner circle and demanded that the dragons be given the ultimate “test” to teach them their great need. They used knowledge gained from the Soul Forge [used during the Year of Ascension] and designed a new disease that would focus just on dragons.

When released, it was devastating. It totally wiped out the Dragon Nation. The few dragons that survive today now live apart to prevent further spreading of the disease. After the fall of the Dragon Nation, there was no need to replenish the Dragon Sentinels as there were no dragons to try and invade the Elennian Peninsula. The Sentinels remain, but are no longer charged at the Festival of Renewal.


Windhorn Today

As with many things in life, Windhorn has both changed and stayed the same. Depending on race, one or two generations has passed. The Kingdom of New Elenna mostly ignores the hamlet and Windhorn mostly ignores the New Elenna. Officially, Windhorn is still a part of the Kingdom, but in most things it fends for itself. It is headed by a 3 man council consisting of the Mayor, the Captain of the Windguard, and the leader of the Farmer’s Coop.

There has been no “adventurer’s crisis” for over a generation. Some citizens like it that way. Others think that a bit of excitement would help the economy and bring more people to the yearly festival. This does not mean that there are no dangers or threats. “Beasties” from the Red Hills such as trolls, ogres, and goblins, regularly raid farms during the spring and summer months. The Windguard does a decent job of repelling such incursions, but it is not unknown for there to be several deaths each year along with barns ransacked, beasts of burden killed and eaten, and harvests taken. Some of this almost seems civilized. Trolls have come to a barn, taken a hostage and demanded food supplies and weapons. Afterwards, their needs are met, they leave with few hamleteers hurt and little damage done. Most think that goblins are the most dangerous, because they are so unpredictable and chaotic. Some “gobs” raid the orchards, set things on fire, and break things. Then satisfied with their fun, they grab a basket of fruit and head back to the Red Hills before daybreak.

Whereas before, trade along the north south road was the main source of income for the hamlet, now the area farms and orchards push the economy. There still is regular traffic between New Elenna and Crescent Valley, but more trade seems to go through Traders Corner than through Windhorn.


Today’s Festival of Renewal

Originally the Festival brought 1000s to the town so the Sentinels could be Reset with the prayers of the visitors. Now it is more of a historical and cultural event. Several hundred still attend, sometimes approaching a thousand. There are daily tours to the Dragon Sentinels. Occasionally enough people band together to make a Sentinel glow, which is very exciting. The emphasis today, however, is on the festival rides, the circus performances, and the food and wine [not necessarily in that order]. The campgrounds are full and the town benefits greatly from the yearly event.


Locations

A map of Winhorn Hamlet can be found here

The following locations are considered central to the culture of the Hamlet:

  • Grog’s Happy Half-Ogre Tavern and Inn. Always full, Grog, now advanced of age, sits in a large sized corner booth of the tavern. There is furniture sized for all. The Inn is like an oversized farmhouse complete with a barn for a stable. The tavern is run by Valma, Grog’s half-ogre granddaughter. Her human husband Cerdic the Tall, runs the Inn. It is as popular and forward thinking as ever. Grog, having spent some time at the Tree of Parting, follows their tradition of letting customers pay what they think something is worth.
  • Belt and Belch. Rustic bar with common room. Run by Gid the half-orc, it has outstanding lagers. It is known, however, for Saturday Night Fight Night. Anyone not fighting is given a “red band” for their sleeve, but folks are told, “Ya came, ya takes your chances.” There is a small fee for “Fight Night” to cover repairs to the bar.
  • Hearthfire Inn . Inn and wine tasting room owned by Loendir the elf. It “looks” like a very small palace with columns, a small spire, and an upscale vibe. Some might find this unusual within a town. A formal dining room with white tablecloths serves fresh meals straight from the farms and wine straight from the local wineries.
  • The Green Grape Wine and Spirits Shop. Best wine and moonshine in the area. The store is split into distinct wine and stout/moonshine areas. The sitting area is divided in the same way.
  • Chapel of Wardd of the 1st Moon [and graveyard]. The roof opens up at night for services. The resident “Favoured” of Wardd is Noma Sparklescheme. She enjoys the “production” of her services and puts on an amazing experience every Full 1st Moon. She coats the church and the tombstones in the graveyard so that they glow under the moonlight. Every now and then, she tells “scary stories” for the children in the town square. This chapel’s “Lucky Basement” is considered very lucky as the basement has actually been to Koshe-Marr and returned intact.
  • Bearclaw Keep [with offices for Farmer’s Coop, Mayor, Windguard, usual organizations, Catacomb’s Branch Office], jail, Windguard armory, emergency shelter. Square shaped, also serves as a large fort if the town is attacked. The armory is well stocked and the emergency shelter with plenty of dry food and first aid materials. The busybody folks love to gather outside the entrance when there is local gossip to be discussed. There are several benches leaning up against the keep on either side of the front door.
  • Festival Grounds. Where rides and games are set up for the Festival. Basically this is a group of field areas. Local teens usually get the responsibility of keeping the grass manicured during the growing seasons. During the festival, the first tent up on the side closest to town is the organizer tent where everyone comes to get a location for their ride, booth, etc.
  • Campgrounds. During the year, this is where wandering caravans camp [there seems to be a lot of these passing through] and where visitors set up camps and tents during the festival.
  • House of the Crystal Sphere. Fortune selling shop. Liram and Niram [sisters] are the owners. They are the 3rd such owners of the shop. Both sisters worship The Three Crones. They have never revealed how they came to worship this power. They have a shrine to the Crones just outside of town.


Locations Near Windhorn

  • Frozen Chapel. An ancient chapel that looks more like a castle tower. Very old. No one goes there.


Organizations

  • Windguard. The Windguard has been the town militia since Simon Bearclaw started it when the town was founded. It is stationed at Bearclaw Keep and keeps an armory there. There are 3 full time militia, currently led by the Windguard Captain who is now Phaedra Swiftshine great granddaughter to Simon Bearclaw. Her husband, Theobald Swiftshine is one of the 3 full time militia. Most able-bodied men in the area are part of the volunteer Windguard. They deal with the normal security issues in the town and area. They also regularly scout the road north as far as the Frozen Chapel, the beach of Dragon Bay to the east, and the edges of the Red Hills to the west. A huge bell enhanced with magic alarms everyone within 10 miles of any emergency. Two bells call those on volunteer duty. Three bells instructs all volunteers to begin making their way to the keep. Repeated bells signals an immediate emergency.
  • Farmer’s Coop. The Farmer’s Coop is an organization that solves problems within the region among farmers, viticulturists, and vintners. It also represents these same people sending a representative to the city council. They supply volunteers to the militia and set up opportunities for apprenticeships. They assist each other in the manner of farmers for millenia helping to build and repair barns, plan regional gatherings, etc. They have an office in Bearclaw Keep, but prefer to use the corner room of Adam Stanley’s huge barn.
  • Standard Organizations. The standard organizations are to be found within the Hamlet. Some rent space within the Keep. Others have their own separate locations. The largest organization surprisingly is the Chancer’s Club as many adventurers enjoy retiring in Windhorn to farm or just to live the quiet life.


Previous Adventuring Groups

Several adventuring groups over the years have called Windhorn Hamlet home for a time. These include:

  • The Company of Wayward Saints. This was a local group of Jerry’s.