The new Woldipedia with 5e content is available here |
Port of Heranmar
Contents
The Port of Heranmar
By Jerry [May 2021]
Heranmar is located on the northern shore of the Gateway Downs, near the eastern edge. The North Downs to its east seems impossible to tame so the port has strong and tall walls for a relatively small town. To its south is the Wayfarer Forest, so named because of the numbers of visitors that seem to need rescuing from there when traveling the southern road. To the west is Spirit Swamp, known for its ghost sightings and overall spooky nature.
The town looks larger than it is due to the walls that surround it. The council tries to keep a strong and neat appearance as a defensive measure against any pirates that might be taking a look. So few buildings are allowed outside the walls. The gates are always left open except in times of danger, but they are manned by a deputy both day and night. As Sheriff Old Durgen repeatedly says, “We keep it peaceful here and as long as you don't cause trouble, you can pretty much do what you want.”
The pier is larger than one would expect, but is needed. Many within Heranmar make their living through fishing and hunting. So there are dozens of fishing boats tied to a pier at any time with larger spots reserved for any visiting trading ships who always get the prime places to tie up.
The People and Culture
Heranmar is home to several hundred residents, depending on the season as well as the fishing and hunting. The people of Heranmar tend to set the culture for the peoples of The Gateway Downs. The first thing a stranger notices is how very superstitious they are. They have a “warding off” sign or phrase for almost every imagined fear or misfortune. They place wards on their houses to keep out ghosts and evil spirits. They have protections against illness, pirate invasion, thieves, saying the wrong thing, curses, bad luck, to name a few. These protections change as often as the talk about what curses and bad luck is currently “in the night air.”
Much of this stems from the unusual activity of the Powers in their region and their enforced agendas to further their influence. There is more “conflict” among the powers in The Gateway Downs than anywhere on the Southern Continent. Thus those in Heranmar who revere the powers, are very fickle. Depending on their personal current concerns as well as their concerns about the port as a whole, they patron different powers. Seldom does one patron only one power and seldom does one patron a god. Gods are mysterious and too untrustworthy. They are “of the north” and way too powerful to care about someone in Heranmar. The only two gods that are occasionally patroned in the Gateway Downs are Serenbeth and Wardd.
Along with all the superstitions are those who practice various forms of “giftedness.” The gifted may toss bones, read tea leaves, examine tarot cards, or many of a 100 other methods to try and see the future. What these gifted people discern by their particular technique, the town usually believes. Some of these people are actually gifted. Some just think they are. Some do this instead of patroning any power. Most, however, do several types of techniques to ward off “luck of the frog” and bring a “blessed future.”
Temples
There is one temple in the port, named the Sanctuary of the Sea chapel. Within this square temple is a central area open to the sky on the top and to the north. Within are 5 identical alcoves. Most of these at any time are dedicated to one of the powers that are currently in favor, or perhaps currently feared. At the rear of the temple, under the open sky, is the Gift Wall, where one can place gifts and various items of superstition to the gods ‘in general.’ An inscription there says, “To the powers of past and future. May they be kind to us.” The only two gods that have ever had an alcove in the chapel are Serenbeth and Wardd. To gain access to an alcove and create a shrine to a power, one must petition the Town Council in the Quendeck Mansion.
Southwest of town are some Standing Stones where the Crones are petitioned and placated. Honora, the local Crone priestess, can often be found manicuring the area around the stones as well as working in the Sanctuary of the Sea.
Economy and Weather
Shipping and trade drives the Heranmar economy as well as the Gateway Downs Economy. And most of that comes from hunting and fishing and all the related products that come from those trades. There are some farming and ranching, but most of that feeds those in the region. Almost all shipping trade is with Hook City and Zaran City and is by boat. Some caravans travel by land to Hook City. There is a bit of tourism, which again is related to those who like the outdoors.
Trade can come to a standstill during storm season. More than one Typhoon works its way south each season to hit somewhere on the western or northern coasts if they make land. Many of the gifted believe that certain storms have intelligence and magical properties that can aim lightning and cause fear among other abilities. They even give them names that they claim to be able to recognize through their techniques. The walls of Heranmar are a blessing in this regard. Many in town will stay in the Quendeck Mansion for a few days during the storm as it is made of stone, Though it can be damaged, those within are safe.
Locations
1) The Docks: The Docks have increased in size and capability over the years, but space is still limited due to all the local fishing boats. On days when a trade ship arrives, the harbor bell rings and everyone assigned and available comes running to help offload and onload, welcome them and offer services. Sometimes several fishing boats have to be dislodged to make room. Gwenlian is the Pier manager with the muscles to show for it. Soft of voice, she commands outside the walls of Heranmar with the support of the council. Xenia [AChang], a retired member of the Children of Chaos, still has a chair reserved for her, but the half-drow rogue and her ship, Death’s Contract, hasn't been seen in years.
2) The Bottom Feeders Inn: Built on the ruins of 4 former inns, this one actually has a name other than “Inn.” Owned by Ralphus Bottim and family for about 5 years now, the inn is designed with a nautical flair. Ralphus is likely the most hairy man ever born. He has a deep bass voice and thinks he is funny with his dad jokes. His wife Ginifred runs the inn while Ralphus runs the tavern, the Blue Cat. Ginifred sits on the Heranmar Council. They have triplet children--two girls and a boy. Prices are reasonable, food is fresh, and rooms are clean.
3) Sheriff Barracks: Located next to the western gate, those working for the Sheriff’s department take security very seriously. Usually they stay in the background, but when needed, can broadcast their presence to those that need to see it. The Sheriff is Eugene “Whip” Bates. At first, he seems all business until he breaks out in a huge smile at an old joke. The children of the town love to tell him jokes to watch his face as he tries to keep from laughing. Due to the dangers in this area, there are 6 full time deputies as well as volunteer reserves for emergencies. Norman Green, one of the deputies, currently serves on the Town Council. Two of the retired Children of Chaos, Old Durgan the Defender (BrianB) and Kazak the Fighter (CJenson), both dwarfs, may still be seen sleeping in ancient comfort.
4) Quendock Mansion/Town Council: The Quendock mansion was owned by the Quendock family who founded Heranmar several hundred years ago. They built the walls and their castle-like mansion. The last surviving known member of this family, Eilish Quendock, willed the mansion to the town upon his death. The mansion serves as home to the town council as well as a “safe place” for the town to go during times of emergency. The town school also meets here during the fall and winter. Weddings are held here as well as other town celebrations. There are a few “fancy” bedrooms on the top floor where important guests of the town may stay while visiting.
The Town Council is not truly elected, but it is tasked with following the will of the people. Instead, each member is a town leader in one important town role. However, the The stated roles are: merchant/trade, sheriff, giftedness/faith, fishing/hunting, councilperson at large. Each councilperson serves for 5 years, where they are Mayor in the final year. (PCs can't be on the Council)
5) Ruined Abbey: Though more than one has tried to repair the Abbey and bring it back into use, none have succeeded. It is a place of great mystery and superstition. Some carry a piece of rock from the rubble and use it as a good luck charm to ward off the evil intent of this or that. Many ghostly sightings have been seen there at night or on stormy days. At times it has glowed at night to signal an incoming storm.
6) Stone Quarry: East of town, the stone quarry is a side business started by Durgen and Kazak. This quarry supplies building and repair stone for the region and of course for keeping the walls of Heranmar in top condition.
7) Tradehouse: Located just east of Looking Glass Pond, this group of 7 two-story buildings, all connected, are used as an indoor marketplace with trading stalls that are very cheaply rented out by the town council. The profits are used for city repair and improvement. The various organizations are also located here. Not everyone who trades here is from Heranmar. Many of the gifted set up shop here in the northernmost building. Folks from throughout the Gateway Downs visit regularly to buy and sell their wares, food, etc. The southernmost 2 buildings are filled with animal pens for the buying and selling of smaller livestock. More pens are outside the walls east of town for larger animals. Nymph Day at the start of each month is the most popular day of trading and those coming informally form “trading trains” for safety during their trip.
8) Grove of Peerimus: Southeast of town and east of the Ruined Abbey is the druid’s grove, just inside the Wayfarer Forest. Created by Peerimus (DKnotts), another retired member of the Children of Chaos, this area is used for those who follow druid philosophy and wish for a place of solitude and communing with nature. A Hallow spell cast on the center of the grove protects all animals, plants, and good aligned creatures in a 40’ radius with a Resist Fire 30. Large hardwoods surround the area with a dense carpet of foliage tangles. Game trails crisscross the wood and animal life is abundant. In the center of the grove is an awakened colossal Sycamore tree named Wanderwood that remembers Peerimus and the old stories.
9) The Crones Standing Stones: Just outside of the west game lies the Crones’ Standing Stones. Those who worship the Crones come here to leave momentos of their needs and appeasement. The stones are known to “whisper” when the wind is still. The gifted say that sendings are enhanced in this place. Honora the local priestess of The Crones will pass the word when such times are occurring.
10) Sanctuary of the Sea Chapel: Described above, the chapel is maintained by Reshakka, a liontaur originally from the continent of Yrth who is a cleric claiming to worship all powers.
11) Looking Glass Pond: Totally pristine, this pond that sits in the middle of town between Quendock Mansion and Tradehouse is used by the Gifted in various ways to make predictions and even to cast divination spells. One large goldfish is placed within it for luck. It is a goal of every child in town to “prank the fish.”
12) Ilthamar’s Butchery: The preeminent butchery in town, it is managed by Ilthamar the Minotaur. The children of the town call him “The Mountain.” He works with Rap Goodfellow.
NPCs
- First Daughter of the Crones: A former council member, she is a woman of indeterminate age who always had a faraway gaze, but when she talks in her whispering voice, everyone listens. Known as a powerfully gifted person, she uses mirror gazing to predict the future.
- Rap Goodfellow: Son of Tap, he is a merchant in the Tradehouse, selling meat and vegetables. He acts as a middleman sending out his grandsons to the farms south of the Cliffs of the Great Migration to the west as well as the North Downs shepherds to the east to buy crops and meat to sell in the market.
Adventuring Groups, Then and Now
Several decades ago, an adventuring group came to Heranmar from the Continent of Yrth. They were called the Southern Lights, but soon became known as the Children of Chaos. Legend has it, the name change was announced by the Crones themselves after the team first found the artifact that started the Chaos Bell Saga. These heroes saved Heranmar many times, and were affected by the Chaos Bell throughout their adventuring career which culminated in initiating the last Great Migration that changed the entire continent!. But those stories are for another time. Several of this group retired in the Gateway Downs region and some are still around. One might hear more from the old dwarf brothers Durgan and Kazak, who often sleep at Sheriff’s Barracks or Stone Quarry. Or the brave could venture Druid Grove and see if the elusive Peerimus is still about. And the truly foolhardy might pilgrim to Wane and seek the wizard tower of the gnome, Firn’gear.
The Iron Adventurers from Hook City have been to Heranmar, even battling a hurricane to save the town. How to fight a hurricane? Well, I don't know, and I'm sure it was all made up, but there are those who swear they know what happened...
And nowadays, there is a new team in town. Call themselves the Luck Makers. Yep, the town gave them a one-year lease on old Morrison's boarding house for all the help they've been doing. Knock on wood!