%% (See [[Navigating the Ruins#Getting to the City|Emberwood City to the City]]) %% ![[Leaving Emberwood.png]] > [!read] Emberwood Village > A few miles south of Drakkenheim lies [[Emberwood Village]], a humble crossroads along [[Champion’s Way]] surrounded by forsaken farmsteads and dark pine forests. Many residences are abandoned and slowly deteriorating with their windows and doors nailed shut. However, the village centre is alive with activity. Conversation, laughter, and music resound from several taverns along the main thoroughfare. Amidst a bustling market square, a small crowd of adventurers, merchants, and prospectors busily traffic all manner of weapons, equipment, coins, recovered treasures, and a few strange glimmering crystals. Even the light of the [[Sacred Flame]] still glows within the modest stone chapel at the heart of town. # Background Two decades ago, [[Emberwood Village]] was little more than a farmers market, blacksmith, a pub, a small chapel and a few dozen cottages. The local businesses served the farmlands and logging camps surrounding the capital, and the town was an occasional rest stop for merchants to stop off on their way to Drakkenheim. As the town lies some five miles south of the capital city, it was not directly damaged by [[the meteor]] shower, though the impact shattered the windows of every building, caused some weaker structures to collapse, and left some in the village [[Blinded]] or [[Deafened]]. Unfortunately, the aftermath was all the more terrible. Over the past fifteen years, the [[contamination]] in Drakkenheim has affected the countryside for miles around. The once fertile fields and dense woods are now barren and dying. Gradually, most folk gave up, departing for safer and more prosperous places. A few people remained behind, determined to hold onto their family homes and salvage their livelihoods. [[Emberwood Village]] persisted despite the odds. After [[the civil war]], adventurers began showing up in the town. Explorers heading towards the dark city needed a safe place to tend their wounds and rest, and so [[Emberwood Village]] gradually became a sort of boom town on a new frontier for adventure. # Prices | Item | Price Category | Multiplier | | ---------------- | -------------- | ---------------------------------------------------------------------------------------------------------------------- | | Adventuring Gear | <500gp | 2X | | Adventuring Gear | >500gp | 21 days and 5X | | Food | | 5X | | Water | | priced like booze | | Gilded Lily | | Drinks cost 5 silver: wine, spirits, and coffee only, no beer or food | | Red Lion Inn | | Rooms are 25 gp per night (include meals) Wine and liquors are sold at 100 gold per bottle. | | Skull and Sword | | A mug of cheap mead is 5 copper pieces. Brandy, rum, vodka, and gin are 1 silver. | | Bark and Buzzard | | A mug of fine ale costs 2 sp. A meal costs 1 gp. The Alsbergs keep half a dozen one-room cottages at 2 gold per night. | | Treasure | | Any shop owner will buy treasure, equipment, gems, artwork magic items at half their listed price | | Delerium | <1000 | 1/2 listed price | | Delerium | >1000 | 1X listed price | %% # Interactions [[Emberwood Village]] is home to only about two hundred permanent residents, almost all are commoners who endured years of hardship after Drakkenheim was destroyed. However, the recent flow of coin from explorers scouring the ruins allows many to live modest or comfortable lifestyles. The common folk tend to keep their dealings with adventurers friendly but professional. They give rough-looking warriors a wide berth, but enjoy hearing news, gossip, and stories about daring exploits in the ruins. As long as interactions stay peaceful, the villagers will deal with anyone regardless of their faction allegiances. The villagers live in strange times, and are used to seeing odd-looking folk and weird magic. They can recognize [[delerium]], severe [[contamination]], and [[contamination#Mutation|mutations]], and encourage such individuals to seek magical aid. ## Arrival by Caravan If the characters arrived in [[Emberwood Village]] in the company of [[Eren Marlowe]] (see [[Supplies for Emberwood Village]]), they are paid the agreed rate of 25 gp per character. While [[Eren Marlowe|Marlowe]] doesn’t sell goods commonly needed by adventurers, they can offer some friendly advice about town: - They invite characters to meet them again at the market square in the village. [[Eren Marlowe|Marlowe]] will introduce characters looking for adventuring equipment to [[Armin Gainsbury]]. - [[Eren Marlowe|Marlowe]] suggests characters visit the [[Bark and Buzzard]] if they’re looking for a place to relax and get a good meal. Characters can ask the owner, [[Karin Alsberg]], about setting them up in one of the empty cottages around town should they need accommodations. ## A Curious Crowe [[Crowe Family#Emma Crowe|Emma Crowe]], a ten-year-old red-headed and freckle-faced human commoner keeps lookout from a dead tree on the way into town. She skips up to adventurous looking newcomers and introduces herself as the daughter of the local blacksmith, [[Crowe Family#Tobias Crowe|Tobias Crowe]]. She offers them a tour around [[Emberwood Village]] for a gold piece. At each location, the precocious youngster tells a story about an adventurer who once frequented the business, then gives a lighthearted account of the grisly fates they met in Drakkenheim. The tour ends at the [[Emberwood Village#Crowe and Sons Smithy|Crowe and Sons Smithy]]. ## Adventuring Equipment Most weapons, armour, and adventuring equipment are available in [[Emberwood Village]]. [[Emberwood Village]] relies entirely on trade for goods and supplies, since all other settlements for miles around are now abandoned and local food production has become impossible. As a result, weapons, armour, and adventuring equipment are sold for double the normal price. Food costs five times as much, and water isn’t given freely. Instead, it is priced like alcohol. Exotic equipment, vehicles, mounts, or other mundane items that cost over 500gp are especially rare and must be brought in from outside Drakkenheim. It takes 21 (6d6) days to deliver such items, which cost five times the typical price. The folk of [[Emberwood Village]] have grown accustomed to adventurers trying to haggle and swindle them. They don’t give discounts or make deals, and tell adventurers who push for better prices to pay up or go elsewhere (there isn’t anywhere else to go). ## Selling Treasure Most merchants in [[Emberwood Village]] will trade or purchase found treasure, salvaged equipment, gems, or art objects at half their listed value. ## Delerium Trade Only a few intrepid and wealthy purveyors can afford to trade in [[delerium]]. These include [[Aldor the Immense]], [[Orson Fairweather]], and [[River]]. Typically, most [[delerium]] is bought and sold for about half its [[Delerium#Details|listed value]]. However, some traders may offer more preferable rates for proven associates. Due to their rarity, crystals and geodes typically command their full market value. %% ## Lodgings Though there are many taverns and public houses in [[Emberwood Village]], the only actual inn is the [[Emberwood Village#Red Lion Hotel|Red Lion Hotel]]. However, the [[Karin Alsberg|Alsbergs]] of the [[Bark and Buzzard]] tavern can make arrangements for characters to bunk in one of the abandoned homes and cottages in town. %% ## Magic Items and Spellcasters A few NPCs in [[Emberwood Village]] sell a limited selection of magic items, mostly potions and scrolls: - [[Aldor the Immense]] sells a small selection of uncommon and rare magical items, and will offer to purchase found magic items as well. - [[Flamekeeper Hanna]] or [[Old Zoya]] offer spellcasting services of spells up to 3rd level. These characters also sell expensive spell components for spells of 3rd level and lower, and occasionally have one or two components for spells of 4th or 5th level. Characters seeking more powerful magic items, higher level spell components, or the services of higher-level spellcasters must seek assistance from the factions. ## Law and Order Although the [[Hooded Lanterns]] claim otherwise, there is no established law and order in [[Emberwood Village]]. Most businesses provide their own protection and security, and the villagers look out for each other. Word travels fast, though. Services, supplies, or shelter aren’t available to adventurers with a violent and antagonistic reputation — for any price. Belligerent curs who disturb the peace are beaten. Those who commit robbery, fraud, and property damage are driven out of town and never welcomed back. Murderers and arsonists are executed. Crimes of any sort involving magic are punished by hanging. On the flipside, there’s little the villagers can do when perpetrators aren’t caught red-handed. There’s no authority willing to investigate crimes or search for missing people, so the villagers must petition adventurers or the factions for help. There are no trials; the mob becomes judge and jury. In this respect, characters who make themselves villains may be targeted by the [[Hooded Lanterns]], the [[Knights of the Silver Order|Silver Order]], or even the [[Queen of Thieves]] should they directly threaten the immediate safety of [[Emberwood Village]]. Alternatively, a rival adventuring party might even take up the bounty or intervene in a crisis. However, if any of the villagers are killed, no one comes to replace them. ## Making Contact with the Factions During their first visit to [[Emberwood Village]], characters may encounter several faction agents. Each is a key contact between the characters and the factions during their adventures in Drakkenheim: - [[Ansom Lang|Ansom]] and [[Petra Lang]] are human urban rangers of the [[Hooded Lanterns]]. They are frequently relaying messages and leading scout teams to the Old [[#Watchtower]], and can be encountered there most days. - [[Blackjack Mel]] is a human scoundrel working for the [[Queen's Men]]. He can always be found at the back tables of the [[Skull & Sword Taphouse]] with a bodyguard of 2d6 thugs. He’s happy to talk shop with mercenaries. - [[Nathaniel Flint]] is a human chaplain of the [[Followers of the Falling Fire]]. He is regularly seen at the [[#Hendrix Farm]] preparing the latest group of pilgrims for the last leg of the journey towards Drakkenheim. He uses the old barn as a meeting place for important matters. - [[Ophelia Reed]] is a human chaplain of the [[Knights of the Silver Order|Silver Order]]. She is visiting the [[#Chapel of Saint Ardenna]] where [[Flamekeeper Hanna]] has granted her permission to hold meetings and discussions. - [[River]] is a tiefling mage of the [[Amethyst Academy]]. She can be met at the [[Emberwood Village#Red Lion Hotel|Red Lion Hotel]]. She rents a private suite and is often reading in the parlour, where she might chat with adventurers. Roleplaying traits for each of these characters exist, but all act mostly neutral during their first encounter. Instead, they try to size up their potential. Each explains some information about their faction, such as their ideals and general mission. These NPCs might share a drink or meal with the characters, ask them if they’ve been to the ruins yet, or inquire about why they’ve come to Drakkenheim. However, they won’t offer [[00 Missions]] or quests until the characters have survived at least one expedition of their own to the ruins. %% # Locations in Emberwood Village ## Bark and Buzzard Public House (See [[Bark and Buzzard]]) ## Gilded Lily %% This lavish two-storey building is surrounded by a veranda decorated with a swirling lily motif and painted purple. It has ornate golden glowing lanterns hanging between the veranda arches and within its curtained windows. Inside, four large golden lamps light a small stage set before rows of candlelit tables. Floral arrangements line the walls. The well-stocked bar displays wines and spirits from across the world. The [[#Gilded Lily]] is owned by a human noble named Mr. [[Killian Vandire]], but the exquisite hostess [[Madam Rochelle]] (a human spy) runs the business and organizes the nightly performance acts. The tavern is a popular place to share company, gossip, and have a few drinks, and many adventurers make their last stop here for some good memories before trudging into the dismal ruins. - Drinks cost 5 silver: wine, spirits, and coffee only, no beer or food is served here. ### Open Mike Night “Mike” was the master of ceremonies who went missing shortly after the meteor fell. One of Mike’s final wishes was to open the stage to any performer for magic shows, musical numbers, poetry readings, performances, or storytelling. The [[#Gilded Lily]] is willing to host any performer who wishes to take the stage and though they do not pay their acts, they do put a hat out so patrons can toss a coin to their performer if they like the show. - Any sort of act is allowed in the [[#Gilded Lily]]. Performers may tell a story, recite a poem, sing, or play an instrument. Spellcasters might put on a magic show, and even demonstrations of acrobatic or athletic skill are welcome. Player characters are invited to be as creative as they want to earn some extra coins. - Player characters who take to the stage may make a skill check related to their performance: acrobatics, arcana, athletics, history, and performance are all suitable ways to represent their act. - Characters are paid in tips: they receive an amount of gold based on their skill check result: | Skill Check | Tips/Result | | ----------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 9 or less | The character is booed off the stage, and receives no gold for their performance. If this happens three or more times, they are banned form ever performing again. | | 10 to 14 | Characters collect 2d6gp in coins from tips | | 15 to 19 | Characters earn 5d6gp from the impressed audience | | 20+ | The wonderful performance earns 10d6gp and characters are invited to perform an encore performance. However, characters must exceed their previous check result to win further encores. | %% ## Skull & Sword Taphouse (See [[Skull & Sword Taphouse]]) ## Red Lion Hotel Upon a small hill overlooking the village is the impressive [[#Red Lion Hotel]]. %% Before [[the meteor]] struck it was known as Stavros Manor, home to a human noble named [[Kosta Stavros]] who served as Reeve of [[Emberwood Village]]. After narrowly avoiding destitution when Drakkenheim was destroyed, [[Kosta Stavros|Stavros]] converted his home into a hotel that serves wealthy explorers, merchants, and nobles conducting business near Drakkenheim. He is an older man with a sallow face, thinning hair, and monocle, always garbed in a rich blue vest and doublet. ^RedLionHotel The three-storey manor is made of red brick. It features lion-shaped gargoyles, large glass-paned windows, and embossed wooden doors painted green. The estate includes a dozen well-appointed bedrooms, each with their own private bath and common room. A full service staff provides patrons’ every need. Meals are taken in a sumptuous dining room outfitted with an impressive crystal chandelier, and drinks are served in a vast parlour furnished with fine antiques and decorated with various sculptures, paintings, and bookshelves. Each room features a great hearth and lovely views which overlook the village or the surrounding countryside. The [[Kosta Stavros|Reeve]] has abandoned his civic duties, and is now little more than another business owner in the town. However, he still lords his imagined authority and privilege over others in the village, and prefers to share wine and gossip with travellers and merchants than deal with common folk. He regards the idea of adventuring in Drakkenheim as a sort of sport. He often makes wagers on who will die first amongst any adventuring groups who visit the [[#Red Lion Hotel]]. ^Reeve - [[Kosta Stavros]] loves the fine arts, especially sculpture, paintings, and literature. He’s assembled a vast collection of art objects recovered by adventurers from the ruins, and exchanges coin or credit towards accommodation for works in good condition. ^ArtCollector - [[River]] of the [[Amethyst Academy]] stays at the [[#Red Lion Hotel]]. She’s happy to chat, but prefers to conduct business privately. She asks any potential new associates of the [[Amethyst Academy]] to meet with her later at [[Eckerman Mill]]. - The [[Clan Ironhelm|Ironhelm Dwarves]] keep rooms here, along with many merchants who operate in [[#Caravan Court]] and one or two groups of wealthy [[rival adventurers]]. ^IronhelmRedLion - Rooms are 25 gp per night and include meals. - Wine and liquors are sold at 100 gold per bottle. %% ## Crowe and Sons Smithy This smithy is little more than a one-level log cabin with an overhanging thatched roof covering a workbench, stone forge, anvil, and grinding wheel. Various tools hang along the walls beside several finished weapons. %% Master smith [[Crowe Family#Tobias|Tobias Crowe]] (a human veteran) owns and operates the smithy with his son and apprentice, [[Crowe Family#Peter|Peter]] (a commoner). [[Crowe Family#Tobias|Crowe]] is a quiet family man who stands six feet tall with fiery red hair and beard. He’s often drenched in sweat and soot, and wears a greasy pair of old goggles. [[Crowe Family#Tobias|Crowe]] proudly demonstrates the high quality of his work to customers, and openly criticizes the shoddy workmanship of their existing equipment. He spends most of his days repairing broken gear, and his evenings at the [[Bark and Buzzard]], before returning home to his wife [[Crowe Family#Moira|Moira]] and daughters [[Crowe Family#Emma|Emma]] and [[Crowe Family#Sybil|Sybil]]. Although he lacks the spellcasting abilities to work with [[delerium]], he dreams of one day creating a masterpiece out of the meteoric iron found in Drakkenheim. - [[Crowe Family#Tobias|Tobias Crowe]] sells weapons and armour at twice the price. - Plate armour must be made-to-order. Payment is triple the list price, paid up front, and is available in four weeks. - He accepts payment in coins, gems, or precious metals. - He pays half-price for salvaged equipment if he thinks he can repurpose or melt it down. %% ## Chapel of St. Ardenna Located at the heart of [[Emberwood Village]] is a small chapel of the [[Sacred Flame]]. The circular fieldstone building has a copper domed rooftop, thin windows set with stained glass, and simple wooden double doors. Outside is a small crematory garden and scattering plot for the ashes of the dead. Within the chapel is a bronze brazier of the [[Wiki/Sacred Flame|Sacred Flame]], alight with golden fire that burns all night and day. It serves as a peaceful place of quiet worship in the harsh wasteland surrounding Drakkenheim. The chapel is maintained by [[Flamekeeper Hanna]] and 2 acolytes. [[Flamekeeper Hanna|Hanna]] is a young woman who wears a simple white and yellow frock and keeps her black hair tied in a braid. She believes the Faith of the [[Sacred Flame]] is needed here now more than ever, and offers hospitality, kindness, and prayer to any who visit the chapel. High Flamekeeper [[Ophelia Reed]] of the [[Knights of the Silver Order|Silver Order]] regularly visits the [[#Chapel of Saint Ardenna]], protected by Ser [[Virgil Underwood]] and Ser [[Cassandra Wyatt]], two [[Knights of the Silver Order|Silver Order]] cavaliers. [[Flamekeeper Hanna]] enjoys conversation with [[Ophelia Reed]], and allows the [[Knights of the Silver Order|Silver Order]] emissary to take shelter in the chapel and conduct meetings with adventurers here. %% The chapel is maintained by [[Flamekeeper Hanna]] (a human priest) and 2 (1d4) human acolytes. [[Flamekeeper Hanna|Hanna]] is a young woman who wears a simple white and yellow frock and keeps her black hair tied in a braid. [[Flamekeeper Hanna]] was merely an acolyte when the last Flamekeeper died several years ago, but opted to take up the position herself rather than abandon the folk of [[Emberwood Village]]. She believes the Faith of the [[Sacred Flame]] is needed here now more than ever, and offers hospitality, kindness, and prayer to any who visit the chapel. High Flamekeeper [[Ophelia Reed]] of the [[Knights of the Silver Order|Silver Order]] regularly visits the [[#Chapel of Saint Ardenna]], protected by Ser [[Virgil Underwood]] and Ser [[Cassandra Wyatt]], two [[Knights of the Silver Order|Silver Order]] cavaliers. [[Ophelia Reed]] has been trying to convince [[Flamekeeper Hanna]] to join the [[Knights of the Silver Order|Silver Order]], but thus far [[Flamekeeper Hanna|Hanna]] has kept her neutral allegiance to the folk of [[Emberwood Village]]. Still, [[Flamekeeper Hanna]] enjoys conversation with [[Ophelia Reed]], and allows the [[Knights of the Silver Order|Silver Order]] emissary to take shelter in the chapel and conduct meetings with adventurers here. ### Spellcasting Services [[Flamekeeper Hanna]] can cast cleric spells of 3rd level and lower, and knows the [[Purge Contamination]] spell and always keeps it prepared. She charges 25 gp for a 1st-level spell, 50 gp for a 2nd-level spell, or 150 gp for a 3rd-level spell, plus the cost of any expensive material components. She takes payment in coins, gems, or relics. She uses the money to help fund the caravans that supply [[Emberwood Village]] with basics for the townsfolk. [[Flamekeeper Hanna]] will occasionally waive these fees to help innocent folk in dire situations, but not adventurers who went looking for treasure and trouble in Drakkenheim. ### Spell Scrolls Paid in advance, once per day [[Flamekeeper Hanna]] can creates pell scrolls of any cleric spell she can cast. She charges 75 gp for a 1st level spell scroll, 150 gp for a 2nd-level spell scroll, and 450 gp for a 3rd-level spell scroll, plus the cost of any expensive material components. There’s a single exception: a scroll of [[revivify]] costs 1,000 gp. 200/600gp donation towards learning prge contamination %% ## Watchtower This fortified stone watchtower is the tallest structure in [[Emberwood Village]], and lies upon the road on the north edge of town. A two-storey wooden house abuts the base. Inside is a small kitchen, a mess hall, and about two dozen bunk beds. The tower has three main levels, one serving as a meeting room, another as armoury, and the final as a private chamber for the watchmaster. Outside the tower the [[Hooded Lanterns]] keep a small training yard and a modest stable large enough for six horses. Nearby, a covered wooden bridge crosses the narrow Timberwash stream and leads out of [[Emberwood Village]] towards Drakkenheim. On the first day in town, the adventurers met [[Ansom Lang|Ansom]] and [[Petra Lang]] here. %% This location once served as the initial outpost for the [[Hooded Lanterns]] until they successfully established a base of operations within the city proper, and the remnants of a much larger military camp are scattered about the nearby field. Now, only a small detachment keeps watch in [[Emberwood Village]]. - A small force of a dozen [[Hooded Lanterns]] [[Scout]]s are posted here, with one or two other squads out on patrol in the countryside. - [[Raine Highlash]], an urban ranger with a predatory look about her, serves as watch captain. - [[Ansom Lang|Ansom]] or [[Petra Lang]] report in here regularly at the behest of the [[Elias Drexel|Lord Commander]], and use the outpost to meet with mercenaries and adventurers. %% ## Shrine of the Old Gods (see [[Faith & Religions#The Old Faith|Old gods]]) %% Seven standing stones comprise this ancient shrine that rests within a small grove of dying trees on the outskirts of town. Inscribed on each stone are the legends of primordial gods, and between them rests a stone pedestal adorned with various animal bones, plants, and candles that are lit every night. A crude old hut lies down a dirt path near the shrine, smoke billowing from a hole in the thatched roof chimney, and an odd scent of herbs wafting from within. The hut is home to [[Old Zoya]], an elderly human [[Druid (NPC)|Druid]] who tends the shrine. Many in town wrongfully refer to her as a witch, but hold a deep respect for the ornery mystic. She claims the shrine protects [[Emberwood Village]] through these dark times. [[Old Zoya|Zoya]] holds no love for the [[Wiki/Sacred Flame|Sacred Flame]], and keeps faith for the old, true gods. ^Zoya ### Spellcasting Services [[Old Zoya]] can cast druid spells of 3rd-level and lower, and knows the [[Purge Contamination]] spell and always keeps it prepared. She charges 25 gp for a 1st-level spell, 50 gp for a 2nd-level spell, or 150 gp a 3rd-level spell, plus the cost of any expensive material components. ^ZoyaSpellcasting She takes payment in coins, gems, or relics. She refuses to speak of what she does with the money, and grows impatient with anyone who gets too nosy. ### Potions of Healing Each week, [[Old Zoya|Zoya]] brews up 1d6 [[Potion of Healing]] which she sells for 50 gold each. If paid in advance, once per day she can create a [[Potion of Healing|Potion of greater healing]] for 150 gp. %% ## Hendrix Farm %% The [[#Hendrix Farm]] is one of the only occupied farmsteads remaining in [[Emberwood Village]]. It was once run by an old human [[Commoner]] named [[Elijah Hendrix]], until his crops became [[Contamination|contaminated]], his livestock perished, and his wife grew ill and passed away after [[the meteor]] fell. He gave up on farming, and nearly gave up on life as well. However, several years ago, [[Lucretia Mathias]] stayed at his farmhouse during her first pilgrimage to Drakkenheim. Her words inspired him with renewed purpose, and he now offers shelter to any future pilgrims of the [[Followers of the Falling Fire|falling fire]] who are making the trek into Drakkenheim. The fallow fields are devoid of crops and no longer used for agricultural production. Instead, they are littered with small campfires and tents for the passing pilgrims. The large wooden barn and nearby farmhouse are kept in good repair, though all the farm equipment and ploughs were long ago dismantled for parts. [[Nathaniel Flint]] and many members of the [[Followers of the Falling Fire|falling fire]] gather here as their last stop before heading further into the ruins. At any given time there may be as many as fifty commoners congregating here with their wagons. Though he has been invited to come take the [[Sacrament of the Falling Fire|sacrament]] himself many times, [[Elijah Hendrix|Farmer Hendrix]] believes it is his destiny to wait here until the very last pilgrim comes. %% ## Eventide Manor %% This manor house on the south end of town burned down many years ago. It was once owned by a mysterious elven woman who had a child with a local craftsman, but was abandoned after she passed away and the boy was taken by the [[Amethyst Academy]]. Since it caught fire, none have come to claim or repair it. Children now tell tales of the strange noises coming from the cellar of the house, and how the charred doors and windows open and close on their own. - Unbeknownst to the folk of [[Emberwood Village]], this house was owned by a former [[Archmage]] of the [[Amethyst Academy]]. Behind an illusory wall in the cellar protected by a [[glyph of warding]] is a [[teleportation circle]] used today by members of the [[Amethyst Academy]] to come and go from their distant strongholds. [[Amethyst Academy|Academy]] members only enter or exit the manor under the effects of an [[invisibility]] spell, hence the children’s rumours. %% ## Caravan Court A marketplace has sprung up surrounding the boarded-up water well in the village square. This colourful collection of caravans, wagons, canvas tents, and makeshift stalls is the hub of commerce for adventurers, scavengers, and prospectors looking to make their fortune in Drakkenheim. Dozens of canny merchants have set up shop here to cater to the needs of the factions and explorers. Traders and new goods arrive here daily, and the market is constantly abuzz with explorers looking to sell relics and treasures unearthed in Drakkenheim, or buy equipment needed for a dangerous voyage into the city ruins. Amongst the bustle, heavily armed and armoured thugs load ponderous wagons with locked and leaden chests filled with delerium shards for trade in distant cities. Activity carries on through the afternoon, but most pack up shortly after sunset to head to the taverns and bars for drinks. ### Marlowe's Provisions > [!Quote] Eren Marlowe > “Everyone’s gotta eat! Don’t want to go trouncing through dangerous ruins on an empty stomach! Oh, and please drink some water, you look parched.” [[Eren Marlowe]], a human commoner, sets up a small makeshift stall with a few wooden tables displaying jars of dried fruits, packages of cured meats, jugs of water, mead, and bags of assorted nuts. Adventurers often come here for provisions that won’t rot or spoil during their treks into the contaminated ruins. - Any food, water, and rations can be purchased here for five times the market price ### Gainsbury Expeditionary Supply Company >[!Quote] [[Armin Gainsbury]] >“I guarantee you won’t survive long in Drakkenheim without a good rope and a full lantern! Best buy them while supplies last!” This caravan is loaded high with boxes and barrels of goods. Laid out on a small table are samples of climbing gear, cartographer’s instruments, goggles, heavy leather gloves, mining picks, torches, tongs, and assorted tools for navigation and survival in the ruins. - [[Armin Gainsbury]], a bespectacled and beanpole-shaped human [[Commoner]], carries all manner of adventuring gear which they sell for twice the market value. ^Armin - [[Armin Gainsbury|Gainsbury]] is especially well stocked on mining and prospecting equipment, and sells a pamphlet detailing the correct methods for safely handling and extracting [[delerium]] crystals. A copy costs 1 gp. The information inside is filled with hyperbolic (but correct) warnings. The instructions are overly detailed and rather long-winded, but reasonably accurate. ### Fairweather Trades and Exports ^3edf6a > [!Quote] [[Orson Fairweather]] > “When you’ve been around the world as many times as me, you see all manner of treasure. In all my years, I ain’t never seen anything like these rocks. I’m happy to make a barrel or two of gold delivering it to whomever wants to empty their pockets for ‘em.” An iron-bound stagecoach is parked here flanked by two massive flat-bedded wagons with stacks of leaden and steel-studded chests, overseen by a dozen armoured men. [[Orson Fairweather]] trades in [[Delerium]] and ships it far and wide. %% - [[Orson Fairweather]] (a human gladiator) is among the most prolific exporters of [[delerium]] operating in [[Emberwood Village]]. He speaks little of his own history or exploits, but entertains rumours about his past life as a pirate and adventurer. ^Orson - [[Orson Fairweather|Fairweather]] has a security force of a dozen veterans, and has paid the [[Amethyst Academy]] to create [[arcane lock]]s and [[Glyph of Warding|Glyphs of Warding]] to protect his wares from thieves. Fairweather is among the few merchants in town willing and able to purchase [[delerium]] in vast quantities. He offers half the list price and doesn’t make deals. He furiously rebukes anyone who questions his motives or asks prying inquiries about his buyers. Countless folk in distant lands purchase [[delerium]] for unknown reasons, and in the grand scheme of things, [[Orson Fairweather|Fairweather]] is just a middle man. %% ## Aldor the Immense > [!Quote] [[Aldor the Immense]] > “Anyone who says money can’t buy happiness doesn’t know where to shop.” This massive and heaving covered carriage is decorated with gold filigree and glimmering lanterns. Hitched beside it are two great steel-skinned oxen that exhale green fumes from their snouts. Three lanky attendants garbed in light armour and carrying crossbows patrol the grounds. Seated before the carriage on a buckling wooden chair is a massive human man who must be nearly seven feet tall and almost as wide. He is garbed in masterfully tailored jet-black silk that flatters his obese frame: a frilled doublet, padded breeches, and riding gloves, all worn under a great fur-lined cloak, topped with a feathered cap. Each piece is delicately embroidered with elegant silver trim. The smell of fine tobacco mixed with perfume hangs in the air around him. He smokes a fine black pipe and drinks from a bottle of vintage wine, a rakish grin on his flabby face. He greets characters warmly then rubs his hands together with anticipation. “Let’s get down to business, shall we?” %% - [[Aldor the Immense]] is a [[djinni]] who delights in mortal pleasures and freely travels the world as a dealer of exotic wares. He possesses a sharp wit, a sophisticated sense of humor, puissant skill with money, and a gluttonous appreciation for material indulgences. - His elemental nature is completely indiscernible, and he appears in all respects to be a grotesquely large human man. He wears an [[amulet of proof against detection and location]]. - [[Aldor the Immense]] deals in magic items and [[delerium]]. He is accustomed to small-time heroes attempting to browbeat him, would-be seducers looking to cut a deal, and two-bit thieves trying to rip him off. He is always one step ahead in the mental bargaining game. - His attendants and bodyguards are three human assassins named **Brill**, **Meyers**, and **Vandeerbeek**. His oxen are both [[Gorgon]]s. - [[Aldor the Immense]] has commissioned the [[Amethyst Academy]] to create [[arcane lock]]s and [[Glyph of Warding|Glyphs of Warding]] to protect his wares. In addition, he has a [[tiny chest]] in which he keeps his own private treasures. ### Magic Items for Sale [[Aldor the Immense|Aldor]] has an enigmatic and ever-shifting stock of magical items that replenishes each week. - 2d6 [[Potion of Healing|potions of healing]] (100 gp each) and 1d6 [[Potion of Healing|potions of greater healing]] (300 gp each) - Spell scrolls from the wizard spell list: 1d10 1st level spell scrolls (75 gp each), 1d8 2nd level spell scrolls (150 gp each), and 1d6 3rd-level spell scrolls (450 gp each). Add twice the cost of any expensive components to the price of the scroll. - 1d4 randomly determined uncommon magic items sold for 3d6 x 100 gp each. - Material components for spells of 5th level and lower. - Use your discretion when generating these magic items. If you wish, occasionally [[Aldor the Immense]] might carry a single rare magic item, which he sells for 10,000 gp. ```leaflet id: emberwoodVillage image: [[Emberwood Village Map.png]] defaultZoom: 8 zoomDelta: .5 ``` ```dataview List from "City Locations" where type = "location" and area = "EmberwoodVillage" sort file.name ``` # People in Emberwood Village ```dataview list from "NPCs" where location = "Emberwood Village" sort file.name ``` %% ![[Emberwood Village Map.png]] ![[Attachments/Locations/Emberwood Village.png]]