Coregilia: Difference between revisions
Created page with "A small village on the eastern coast of the North Kingdom the onetime province of the former Great Kingdom." |
mNo edit summary |
||
Line 1: | Line 1: | ||
A small village on the eastern coast of the North Kingdom the onetime province of the former Great Kingdom. | A small village on the eastern coast of the North Kingdom the onetime province of the former Great Kingdom. | ||
=== 1. City Gate === | |||
One sign of this is that the town has a small stretch ofwall and a single town gate secured by two or three guards. The wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea. The garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to walk patrols. Their eyes are sharp, and they are prone to gossip. A pull from a flask of whiskey or a few silver pieces can persuade them to provide information on recent visitors. | |||
=== 2. Barracks and Jail === | |||
Built on a low hill, the Saltmarsh barracks are also its jail. It is one of the few structures in Saltmarsh with an underground level. | |||
=== 3.The Wicker Goat === | |||
Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (NG male human guard). The two-story building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way through Coregilia on the way to somewhere else. | |||
=== 4. ELIANDER'S HOUSE === | |||
Tucked at the edge of town and overlooking the sea, Eliander's home provides him with a relaxing sanctuary away from the bustle of Saltmarsh. | |||
=== 5. MINING COMP ANY HEADQUARTERS === | |||
Once a mansion owned by a local noble family, this building was purchased by the crown and serves as the dwarven mining company's headquarters. | |||
=== 6. KELEDEK T OWER === | |||
This three-story tower is home to the town's resident sage and wizard, Keledek the Unspoken (LE male human mage). | |||
=== 7. FAITHFUL QUARTERMASTERS OF Iuz === | |||
A trade delegation led by Captain Xendros (CE female tiefting priest) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name ofluz, a mighty cambion and demigod who rules much of the distant north. luz's realm does not produce enough food to feed all its citizens, so it relies on imports for the rest. | |||
=== 8. EMPTY NET === | |||
Partially supported by stilts driven into the harbor waters. this rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates. | |||
=== 9. GREEN MARKET === | |||
A strip of open land that is the place for everything that isn't fish, salt, or nautical wares, this market stretches among a dozen stalls down to the bridge. A few goats. eggs, cloth, marsh plants, and pots are available, as well as the occasional mule or ox for hauling carts. | |||
=== 10. SHARKFIN BRIDGE === | |||
This single large bridge spans the river, with shops and homes along its length. The bridge predates the village and is large enough for laden carts to pass two abreast. Elves and fey folk feel vaguely nauseated when they cross the bridge, owing to an ancient curse |
Revision as of 16:08, 12 January 2024
A small village on the eastern coast of the North Kingdom the onetime province of the former Great Kingdom.
1. City Gate
One sign of this is that the town has a small stretch ofwall and a single town gate secured by two or three guards. The wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea. The garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to walk patrols. Their eyes are sharp, and they are prone to gossip. A pull from a flask of whiskey or a few silver pieces can persuade them to provide information on recent visitors.
2. Barracks and Jail
Built on a low hill, the Saltmarsh barracks are also its jail. It is one of the few structures in Saltmarsh with an underground level.
3.The Wicker Goat
Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (NG male human guard). The two-story building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way through Coregilia on the way to somewhere else.
4. ELIANDER'S HOUSE
Tucked at the edge of town and overlooking the sea, Eliander's home provides him with a relaxing sanctuary away from the bustle of Saltmarsh.
5. MINING COMP ANY HEADQUARTERS
Once a mansion owned by a local noble family, this building was purchased by the crown and serves as the dwarven mining company's headquarters.
6. KELEDEK T OWER
This three-story tower is home to the town's resident sage and wizard, Keledek the Unspoken (LE male human mage).
7. FAITHFUL QUARTERMASTERS OF Iuz
A trade delegation led by Captain Xendros (CE female tiefting priest) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name ofluz, a mighty cambion and demigod who rules much of the distant north. luz's realm does not produce enough food to feed all its citizens, so it relies on imports for the rest.
8. EMPTY NET
Partially supported by stilts driven into the harbor waters. this rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates.
9. GREEN MARKET
A strip of open land that is the place for everything that isn't fish, salt, or nautical wares, this market stretches among a dozen stalls down to the bridge. A few goats. eggs, cloth, marsh plants, and pots are available, as well as the occasional mule or ox for hauling carts.
10. SHARKFIN BRIDGE
This single large bridge spans the river, with shops and homes along its length. The bridge predates the village and is large enough for laden carts to pass two abreast. Elves and fey folk feel vaguely nauseated when they cross the bridge, owing to an ancient curse