Difference between revisions of "Port of Heranmar"

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[[Image:Heranmar 2009.jpg]]
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[[Image:Port_of_Heranmar_-_Map.JPG|800px|link=Port_of_Heranmar_(map)]]
  
===The Town of Heranmar===
 
Now that the latest Great Migration has occured, explorers have moved out to find out where Gateway Downs and Heranmar have winded up.  Obviously it was somewhere along the coast of the Southern Continent, but just where?  It took a few months to determine that the port of Heranmar is now on the northernmost tip of the entire Southern Continent!
 
    As such, Heranmar is the port of call when ships dock from the Northern Continent.  The original reception that the first group got when they landed was cold and xenophobic, but the selection of Heranmar as their base of operations has mellowed the townsfolk somewhat.  Currently, the town of Heranmar loves the CoC.  They became local heroes after they avenged the town following a mass murder perpetrated by some Anti-heroes.  It wasn't always that way, though.  The people of Heranmar, and most of the people in the Gateway Downs, tend to the wary and Xenophobic.  But let's take a walk around and I'll show you the town!
 
    There's a north gate and a south gate.  Though the town is walled, neither gate is normally barred.  The gate simply stands open, the road leading right up to it.  Right next to the south gate is the Guardhouse.  We keep it peaceful here and as long as you don't cause trouble, you can pretty much do what you want.
 
    Just beyond the Guardhouse is the INN at Heranmar. Old Chester runs the place, and that is the best spot for learning the local news and laying up your weary feet.
 
    The biggest building in the town is the old Quendeck Mansion, and is now the home and offices of the Town Council.  They run things on the inside of Heranmar, and the hired Protector group is in charge of what goes on outside a stones throw from the walls.  The Council has a head who is the Chief Guardsman, and members of every guild is allowed on the council with one at-large seat for the voice of the common Noble.
 
    Heranmar is mainly a seaside town, and we get most of our commerce by fishing, trading with sea-peoples, and the like.  There are plenty of farms around, and we've been getting a lot more trade caravans through here lately too.  All this bustle is causing an increase in home-grown industry like the dwarf brothers stone quarry just to the north of town.
 
    Heranmar has got a bloom of divine temples lately too.  There is the Grove of Peerimus just a thousand yards north of town for those who revere animals and trees.  At the Old Abbey, it used to be ruins, but a cleric from down by the Coastal Downs is rebuilding the place.  And of course there are the Crones own Standing Stones to the south of town.  You can often find a cleric of the Crones resting there and giving advice.
 
    Yep, we're a growing town, and with the Protector group close by, Heranmar is going to see a great many changes, you mark my words.
 
  
===The Long Voyage===
 
  
The following is the earliest known record of contact between the Northern and Southern Continents...
+
=The Port of Heranmar=
 +
By Jerry [May 2021]
  
or
+
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 Three Hour Tour'''
+
or
+
'''Across the Wold in 80 Days'''
+
  
It was supposed to be a three hour trip to Dwarf Island, where the gold is. That was, in fact, becoming the name of the place: Dwarf Island Where The Gold Is. We, the three adventuring groups sharing this ship, should have realized that we were doomed from the start when the Bonze crossing with us spent the whole 1st hour in the aft of the boat praying to Donyra, Goddess of The Sea. Begging was more like it. We couldn't hear the words, but it was plain from his posture and tone that Donyra was not happy with him. But we all said it was just three hours to Dwarf Island Where The Gold Is. And nervously laughed our fears away.  
+
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.” 
  
After the first hour, The Bonze simply came forward and said, "I'm sorry," and strapped himself to the mast. A few seconds later, the storm came.  
+
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.
  
We helped where we could, tying things down, throwing things overboard. I don't know how long the storm lasted. It just lasted. Long after our strength ran out, it lasted. Long past our ability to care, it lasted. At the end of eternity, it ceased.
 
  
The Bonze was dead. So was many of the crew, passengers, and some of the adventurers from each respective group. Those of us that were left, perhaps were made of hardier stock, or simply were cursed. Only Donyra knows for sure. No one spoke much. We were too tired to plan anything. We all knew that the time for each of our deaths would come soon.
+
==The People and Culture==
  
The resignation of this fate was in every face.  
+
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.
  
We floated. The priests created food and water, of course, but it was tasteless. We did what we could with the ship, and then resigned ourselves to boredom. Someone scratched marks in the rail each day at sunset after the storm.  
+
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.
  
On the forty-second day, our fate began to change.  
+
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.
  
First of all, we saw fish. Wonderful, glorious fish. Strange colorful fish. And dolphins. . . beautiful! The ship, though, was slowing and the wind dying.
 
  
Then we saw it. On the horizon. A slight difference in how the sky met the water. It was as if the water line was slowly reaching up to the sky and the sky was running from it. Before long the more intelligent of us had things figured out. We were pushing up a hill of water in the middle of the ocean. A giant, gentle hill of water, amazing!
+
==Temples==
  
As we rose, the view became intensified behind us. We could look back on the flat open expanses of water behind us. Lowering a torn sail as a net, we caught all the fish we could eat. Oh, it tasted good! After our feast, we felt a stillness, a ceasing of motion. A quick look confirmed that we had stopped part way up the hill of ocean. No waves. No wind.  
+
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.
  
Our spirits, though, had been restored by the fish and the view. Our mages quickly solved the problem, casting spells upon the dolphins and other creatures of the sea, bidding them to assist us. We felt a series of soft bumps and we were moving again, pushed by the creatures of the sea.  
+
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.
  
As the sun began to set, we reached the top of the mound of water.
 
  
We could see forever!!
+
==Economy and Weather==
  
Looking through a party cloudy sky from the height of the lowest of those clouds, we could see everything! Looking behind us, we saw the vast ocean. Beyond that, we saw Dwarf Island and The Shoreline of the Elennian Peninsula. Beyond that, we could see the Cataclysm Lands obscure and hidden by the power of the Gods of Wold. A reminder that Gods like to be worshipped and prefer not to be ignored, or ridiculed. Then to our amazement, we could see beyond all of that: a fine line touching a dark sky:we could see the edge of The Wold!!
+
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.
  
Following this line, the horizon, to the west , the sun was too bright to make anything out except that never ending line of the horizon. Then as the sun reached that horizon, and us looking true west, we saw another land! A priest amongst us guessed aloud stating that we were actually looking at the Land of The Gods, where the Gods of Wold live and the dead reside.  
+
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.
  
Somehow it didn't seem out of place at all for a soft female voice to whisper in the wind, "There you cannot go. It is not yet your time to rest. Neither is it your destiny to perish on the High Sea. Look ye to the south. There lies your destiny. A new land! Go there. Prosper. Make a name for yourselves. . .
 
  
"Live! And be happy!"
+
==Locations==
  
We spent that night balanced at the Top of The Wold on this Mountain of Ocean. The sky was revealed to us. The planets and moons circling Thermo The Sun. Looking further, we saw the invisible shell surrounding and protecting what somehow we knew to be called Jerichospace. . .or rather we saw the stars, bright lights embedded in this invisible sphere.  
+
'''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.
  
We marveled and praised The Gods of Wold in their power and glory and wisdom.  
+
'''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.
  
And we gave our thanks.  
+
'''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.
  
In the early glorious morning, we sang as the mages summoned the creatures of the sea once more and we began to descend, continuing our voyage with both excitement and some regret that we'd never see such a sight again.  
+
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)
  
Donyra blessed us providing fish for us to catch and once again days became weeks. Down here, the planets Urdjian and Golumbec filled the night sky rather than Kerracles and Wardd the two Moons of Wold. An ocean stream, very fast and strong, has altered our course to the South and West, causing us to approach what we call our new home, from the west rather than the north.  
+
'''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.
  
As I write this, on a brisk spring morning, we are no more than a day or two's sail from the coast. It has begun to rain for the first time since we left New Elenna so many months ago. It is fitting. Somehow, though, we are not worried. This Southern Continent lies before us, ripe and pure. It awaits us. Calls to us. "Soon," I think to the land ahead. "We'll be there soon."
+
'''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.
 +
 
 +
'''13) Luck Makers' House''': Previously Morrison’s boarding house, this large two story house serves as the HQ of the Luck Makers.
 +
 
 +
==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!
  
Somehow, I feel that we're expected.
 
  
 
[[Category:Geography]]
 
[[Category:Geography]]
 
[[Category:Children of Chaos]]
 
[[Category:Children of Chaos]]
 
[[Category:Southern Continent]]
 
[[Category:Southern Continent]]

Latest revision as of 19:03, 31 August 2023

Port of Heranmar - Map.JPG


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.

13) Luck Makers' House: Previously Morrison’s boarding house, this large two story house serves as the HQ of the Luck Makers.

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!