Delport
Description
As one travels along the road to Delport, the smell of salty sea water fills one's lungs and the immense cacophony of an army of seabirds greets the traveller long before the stony chimneys come into view. Rounding the bend, the city can be seen crowded against the western tip of the peninsula as if threatening to fall into the surrounding sea. Stone grey buildings stretch high into the air, reaching even 12 stories or higher. Each building is packed tightly towards each other as if starved for space. Plumes of smoke rise and form a massive grey streak that stretches across the sky. The grey streak is broken up by countless white dots, thousands of seagulls and waterfowl that circle at all hours of the day. The entire town is built on a slope, culminating in an impressive fortress that sits atop a series of marble white cliffs at the western tip of the peninsula. The fortress bristles with impressive cannons to fend off frequent pirate attacks and any monsters that wander in from the New World at large. Getting closer, a new smell would hit the traveller - the stench of death. The walls of the city gates are decorated with dozens of desiccated old corpses hanging from the ramparts - a macabre display swinging in the breeze, seagulls picking flesh clean. Each of these corpses bares a wooden placard baring the same message to all who enter the city:"Pirates, ye be warned."
Government
Infrastructure
Districts
Guilds and Factions
The Company
The NWTC HQ in the fortress, combined with their financial domination, mean that they are more or less the main authority in the city. They provide guards to bump up the numbers of the city's meagre city guard, who are instructed to enforce 'company policy' over local law. Company policy is significantly harsher on any act related to piracy, as well as much more interested in local business, as opposed to the city guard, which are more lax and likely to turn a blind eye. Since NWTC guards outnumber the city guard, it is their rules the citizens need to watch out for. As the Company is the one that is propping up the shipping industry, and therefore the remains of the Royal House by extension, they have immense sway over city politics and can basically do whatever they want.Wyndham Royal House
The monarchs of the territory that was once a massive empire that has since faded into Delport and the neighbouring towns, the Royal House dwells in the Wyndham Royal Palace at the foot of the Imperial League. Its current head, King Ingaram Wyndham VII is an aging regent that surrounds himself with advisors and servants at all times. In desperation to salvage the remains of his dying empire, his family struck a deal with the Company that was massively in said Company's favour, and he spends most of his waking moments considering how best to win political power back from the Company. The average citizen doesn't consider the Royal House much in their day to day.The Lamplighters
Out in the light of the sun on the Imperial League and larger closes, the rule of law is supreme. But in the winding labyrinth of narrow closes throughout the city, guards become rarer and rarer. Settling disputes and crimes becomes a much messier affair. That's where the Lamplighters come in. Based in the underground sections of the city, the Lamplighters are a guild that runs the darker parts of the city. They do this by collecting protection money from businesses, selling contraband stolen from ships, and in return settling disputes and punishing criminals in the city. It is said that the Lamplighters have eyes and ears everywhere and that if you betray their trust in any way, they will know, and come knocking. Lamplighters have a specific knock that they perform when making a call that everyone in the back alleys knows and fears. Lampilighter agents are quick and swift in their judgements, and those that they deem to be in the wrong are made a very painful example of. Despite their brutality, the Lamplighters are not universally hated. They keep the Company out of communities by paying them off and making them look the other way, as well as bringing prosperity to communities via stolen contraband. The reason for their frequent success in stealing as well as their supernatural knowledge of all that goes on in their territory is due to their leader, the Rat King. True to his name, the Rat King is a wererat who has long since mastered his curse. Any and all feral rats in the city respect him and communicate with him, serving as efficient spies. Beneath the Rat King is his trusted capos, all of whom are also wererats. Each one runs a particular district of the city and reports back to the Rat King. They are given a lot of autonomy in how they conduct their business, and who they hire, so long as proper homage is given to the Rat King. If a lower ranking member of the organisation proves himself trustworthy, occasionally the Rat King will pass on his curse to them, making them another capo. His two main capos and enforcers are a pair of wererats known as Dick(CR2-3) & Dastard(CR3-4). Dick is a small weasely human with a lot to prove. He seems to be really sensitive about his size and so tries to present himself as the brains of the operation, but he's not much good at that, either. He's obsessed with appearances, decorated with a bunch of cheap tacky gold jewellery. He likes to boss and bully his partner Dastard.Dick CR: 4
STR
10 +0
DEX
16 +3
CON
14 +2
INT
11 +0
WIS
10 +0
CHA
-1 -6
Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell: The wererat has advantage on Wisdom (Perception) checks that rely on smell. Clumsy: If Dick rolls a 1 on an attack roll with his rope dart, he falls prone. Nimble Escape: Dick can disengage as a bonus action. Sneak Attack: 3d6
Actions
Multiattack(Humanoid or Hybrid Form Only). The wererat makes two melee attacks, only one of which can be a bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. Light Pistol (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, reach 30/90 ft., one target. Hit: (1d8 + 3) piercing damage. Rope Dart (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 15ft., one target. Hit (1d6+3) slashing damage. Dick has disadvantage when the target is within 5 feet.
Dastard CR: 5
STR
18 +4
DEX
13 +1
CON
14 +2
INT
12 +1
WIS
10 +0
CHA
10 +0
Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell: The wererat has advantage on Wisdom (Perception) checks that rely on smell. Reckless: When dastard makes a melee weapon attack, he can do so with advantage, but all attacks have advantage to hit him.
Actions
Multiattack(Humanoid or Hybrid Form Only). The wererat makes two improvised weapon attacks, or one improvised weapon and one bite. He can then perform the Fastball Special. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wererat lycanthropy. Improvised Weapon (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 30/120ft., one target. Hit (2d8+4) bludgeoning damage and target is pushed 10 feet if it is large or smaller, taking 1d6 bludgeoning damage if it collides with an object. Lights Out!(recharge 6) Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (6d8+4) bludgeoning damage and the target must make a DC15 Constitution saving throw or fall unconscious for one minute. Target can repeat the save at the end of each turn. Fastball Special. If Dick is within 5ft., Dastard can use his improvised weapon to launch Dastard up to 30ft. in any direction.
Reactions
Gotcha Buddy!: If Dick is within 15 feet and is targetted by an attack or in an area of effect that Dastard can see, Dastard can move up to 10 feet and make a shove attempt on Dick, potentially allowing Dick to avoid taking damage. If the shove is successful, Dastard becomes the target of the effect instead. This movement provokes opportunity attacks, as normal.
Points of interest
Fowlsfield Fortress
The most prominent feature of the city is the mighty Fowlsfield Fortress. A large fortress with an impressive battery of cannons that face out to sea, ready to blow any threats out of the water. The world-recognised flag of the NWTC flies from its parapets, as this mighty fortress was constructed in large part to their investment, even if the Wyndham royal family are its technical owners. It serves as the main headquarters for the NWTC in the area and is the largest branch in the Old World. The outer gates of the fortress are often open to the public, opening to a wide open courtyard that is reserved for military parades, events, and most frequently, executions. The courtyard is often dominated by a large set of gallows with enough rope and space to hang an entire crew at once, and with special support beams and thicker rope to hang more 'monstrous' pirates, and a continuous guards and wards spell to prevent any creatures using magic to save themselves. This state-of-the-art piece of capital punishment technology is rumoured to be built for the specific purpose of executing Edward Newgate and his crew specifically, whom the NWTC considered the greatest threat to world security at the time. The fortress also serves as a court and prison, with many passages extending deep into the cliffs below, holding a great many who have been accused of piracy and await trial and almost certain punishment, be it imprisonment, branding, or death. The fortress' might is not just a warning against raiders and foreign invaders, however, but rather a warning against the people inside the city too. That mighty battery of cannons curves round to face the docks on either side of the city with a clear, yet unspoken message - defy the Company, and face oblivion. The fortress sits at the western side of the town, atop a cliff face and at the end of the Imperial League, a large, wide street that runs through the centre of the city like a backbone, creating a straight line between Fowlsfield Fortress and the Wyndham Royal Palace.The Imperial League
The backbone of the city, the Imperial League is the oldest and by far the widest street in Delport, a stark contrast to the claustrophobic and dingy closes that splinter off of it. It starts at the gates of the Royal Palace, and true to its name, travels for a league in a straight line up to the portcullis of Fowlsfield Fortress. Its potholed, cobblestoned expanse is at all times crowded with carriages, travellers, owners of stalls touting their wares, pickpockets and children playing in the streets. It is a chaotic mess of a street lined with all manner of taverns, high class boutiques, and scummy souvenir shops. Across its whole length can be found churches, government buildings and large statues of key figures from the Wyndham House's imperial history. All of these were once a sight to behold, but now the fronts of the churches are crumbling, government buildings are mossy, and statues are painted white from decades of seagull droppings. Their sorry state belies the dire financial straits that the Royal House is in, barely kept afloat by the NWTC's 'generous donations'.Madam's Marvellous Mementos
Tucked away in one of Delport's many closes is an unassuming hole-in-the-wall kind of shop, the sort of dingy back-alley place that folks pass by all the time, and its owner prefers it that way. Dyanamic Jewel, or 'madam mittens' as the local children call her, is a new moon Tabaxi who travelled to Delport many years ago. She deals in curiosities, not only in what she sells but who she sells it to. If a passerby catches her fancy, be it a funny hat they're wearing, a kind heart, or a touch of destiny about them, she will lure them to her shop and agree to do business. Dynamic's wares are somewhat unusual. She deals exclusively in artefacts that can be found in the The New World, from meaningless trinkets and baubles to genuine magical items. She accepts cash, but she'll also accept anything she considers interesting.Dynamic's Wares
Cells - 25GP Mysterious pure platinum cylinders that emit a magical aura but have no apparent purpose. Eyes of the Beheld - 150GP https://www.reddit.com/r/TheGriffonsSaddlebag/comments/l683g7/the_griffons_saddlebag_eyes_of_the_beheld/ First Mate's Scabbard - 200GP https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ucf6hr/the_griffons_saddlebag_first_mates_scabbard/ The matching sword is out there somewhere, and it unlocks new powers when the two are united. Devil's Detail Eyepatch -125GP https://www.reddit.com/r/TheGriffonsSaddlebag/comments/cwlyz8/the_griffons_saddlebag_devils_detail_eyepatch/ Amulet of Buoyancy - 175GP https://www.reddit.com/r/TheGriffonsSaddlebag/comments/pfvqd8/the_griffons_saddlebag_amulet_of_buoyancy/ Inferno Rope - 220GP https://www.reddit.com/r/TheGriffonsSaddlebag/comments/bb91sj/the_griffons_saddlebag_inferno_rope_wondrous_item/ Engineer's Greatcoat - 700GP https://www.reddit.com/r/TheGriffonsSaddlebag/comments/x43v5s/the_griffons_saddlebag_royal_engineers_greatcoat/ Bandolier of the Elements - 1,000GP https://www.reddit.com/r/TheGriffonsSaddlebag/comments/mfrlxr/the_griffons_saddlebag_bandolier_of_the_elements/The Tower of Esoteric Elucidation
A little ways on the outskirts of town lie a peculiar and lonely tower. A round, tall building that bends and twists in impossible ways, with a large, exaggerated roof that resembles a witch's hat, with moss and creepers covering nearly all of its stone exterior. Most who venture to gaze at the tower say it's deserted, that the door was unlocked and only an empty ruin remains. But rumours swirl about strange noises and lights, and if one were to visit the tower at dusk and dawn, right at the cusp between night and day, they will find a solution to their troubles. The empty ruin is an illusion. The tower is in fact home to an eccentric wizard by the name of Angela, a young halfling a few years into the journeyman stage of her magic training. Angela is a strange sort in that she is a misanthrope that shuns others' company but has the extreme desire to show off her arcane and herbalist abilities. Her main study is that of potion brewing and currently dreams of creating the fabled "panacea", a mythical elixir that can restore any ailment, from sickness, curses and even death. To that end, she brews all sorts of oils and herbs that are requested from those that successfully enter her tower, though she demands heavy payment. When business is slow, she'll steal into the town in search of people in need, and slip cures to them in their sleep. Not one to do a good deed for free, however, she also takes whatever she feels like from their house whilst they sleep. This gives her a polarising image in town, with those who know of her calling her evil and kind in equal measure. She regularly trades with Dynamic Jewel of Madam's Marvelous Mementos. The tabaxi that runs the store is the only one Angela considers a friend. Angela is no fan of the NWTC, and especially doesn't care for the mages trained by its own academy, Tharslemoor University, considering them 'militaristic dogs'. She never opens her door to NWTC employees, out of worry that they'll be "so blown away by my sheer brilliance that they'll conscript me on the spot!", in her own words. Angela's wares can be found below. It then takes her a day to recuperate each potion she lost, or a week in the case of Greater Healing Potions.Angela's Wares
Item | Price |
---|---|
Experimental Healing(10) | 20GP |
Potion of Healing(5) | 50GP |
Potion of Greater Healing(3) | 100GP |
Potion of Anti-Baldness(10) | 2GP |
Potion of Cure Malady(10) | 3GP |
Potion of "Vitality"(10) | 2GP |
Potion of Animal Friendship(4) | 20GP |
Potion of Climbing(3) | 15GP |
Potion of Fire Breath(3) | 30GP |
Potion of Water Breathing(3) | 45GP |
Bottled Wind(5) | 5GP |
Sticky Goo(3) | 100GP |
Burning Oil(5) | 5GP |
Oil of Keenness(5) | 5GP |
Potion of Non-Violence(3) | 30GP |
Draught of Newt(2) | 150GP |
Bottled Sword(1) | 200GP |
d8 | Damage Type | Preparation |
---|---|---|
1 | Acid | A vial of acid is added to the water. The potion turns green. |
2 | Cold | The bottle is packed in ice or snow. The potion turns white. |
3 | Fire | The bottle is buried under ash. The potion turns red. |
4 | Lightning | The bottle is covered by a mound of sand. The potion turns blue. |
5 | Necrotic | A drop of blood is added to the water. The potion turns black. |
6 | Poison | A dose of poison is added to the water. The potion turns yellow. |
7 | Psychic | The bottle is kept in total darkness. The potion turns purple |
8 | Radiant | Holy water is used in place of normal water. The potion turns gold. |
The Drum & Monkey
Although many pubs and bars on the Imperial League claim to be the favourite drinking spot of the infamous Pirate King, only one is actually the truth - the Drum & Monkey, a dwarven-owned establishment a little more than halfway between the palace and fortress. It's an old building that doesn't stand out as much from many others like it, especially given every other bar around them's tendency to be loud with music, decoration and heaving with patrons. Aside from the sign and logo painted on the facade, the only outward bit of decoration is a sign in dwarvish that reads 'STRICTLY NO CLAN SYMBOLS (WITH THE EXCEPTION OF STORMFORGED)'. Although the dwarven civil war ended some time ago, the dwarves are a type to hold a grudge, and anyone displaying symbols of their clan is bound to start fights. The Stormforged Clan are an exception since most dwarves don't hate them any more, rather they feel sorry for them. The Stormforged Clan were the eventual ones to put an end to their bloodshed, but it is said that one night during a victory feast, their most decorated berserker became intoxicated on mead and shellshock and slaughtered hundreds like a vicious wild animal. Including the Elders of the clan and their sons. Dwarves place great value on clan elders, and the shock of so many being killed by their own flesh and blood disturbs the dwarven community to their very core. The Stormforged now have nothing to their name, and are generally homeless wanderers. That berserker is now known as Jira the Cannibal, captain of the Thousand Beast Pirates and one of the 3 Pirate Lords. The inside of the Drum & Monkey is spacious and split into two portions. The first is a traditional bar, and the second is a series of pool tables, dart boards, and even a table tennis court in the back. Many of the regular patrons here are pool sharks that earn money by betting on themselves for these games. The inside is modestly decorated, with many wooden pillars being carved with intricate dwarven designs. The most interesting piece of decoration is the large and expensive oil painting hanging over the bar. It depicts a tall man with flaming red hair and a beard to match wearing a large tricorn hat and matching red captain's coat that has been left open to expose a chiselled and heavily scarred chest. A tigers pelt drapes across the shoulders, an ensemble that would make this man a striking and terrifying individual, where it not for the fact that his face was contorted into a childish silly face, with an equally big grin on his face. This is a painting of the Pirate King himself, Edward Newgate, and he pulled that face for 6 hours straight. The remains of the Alestorm Pirates had it sent to the bar's owner as a gift shortly after Newgate's death. The owner of the Drum and Monkey is a middle-aged dwarf by the name of Riley Newgate whose beard matches the same deep crimson as the painting that hangs above him. Short and stocky, with hair tucked into an updo and a braided beard so long he has to fling it over his shoulder when he needs to do physical work. In truth, he is one of Edward Newgate's many dwarven half-brothers. Even among dwarves, Riley is a grouchy man. He's not the type to suffer fools, and will gladly toss out anyone that gets on his nerves. He's quick to anger and vocally doesn't approve of his brother's decision to become a pirate, and is actively annoyed by the publicity that Newgate's actions had given him, particularly the annoyingly close eye the NWTC keeps on him. But when you get to know him, his brother's childish and crass sense of humour shines through. And if you get him a little drunk he'll speak rather fondly of his memories of his brother, particularly about the day of his brother's death. The rest of the clan had concocted some wild plan to rescue him that all came to nothing, but Riley stayed out of it. He saw the look on his brother's face in his cell and knew that Edward had come to live a life of no regrets, as short as it was. The smile on Edward's face as the noose tightened further proved that. He thinks Edward's last words were actually some elaborate joke as a last laugh, a spit in the face of the NWTC. He doesn't believe his brother left any treasure. After all, Edward could barely keep a single gold piece before spending it on ale or women, never mind an entire trove. Riley is used to getting bothered, be it from the NWTC keeping a close eye on his activities & the Lamplighters badgering him for protection money. Up until recently, he used to run a weekend event known as Arguanish Krazdan, a dwarven tradition of ritual combat. Basically, if there is a dispute between two dwarves, rather than take it to the human courts and no settlement can be made, the two can agree to Arguanish Krazdan, a trial by combat with the rules agreed upon by the combatants, including whether such a fight is to the death or not. These fights then become public spectacles for the rest of the dwarven community. Riley offered his bar as a venue for the dwarves of Delport, figuring it's better they do it here than in the street. It didn't take long for problems to arise. Battles to the death are illegal under Company Rules, and with the NWTC keeping a close eye on him it seemed like Riley was going to have to be forced to shut down his operation, but the Rat King had another idea. He reached out to Riley, and offered to waive protection money and also cover up Arguanish Krazdan nights with the condition that the night is open to anyone - not just dwarves -, and that the Rat King see a percentage of the money made on that night. Seeing as Riley only really cared about the community service aspect, he didn't mind the drop in funds and agreed. Krazdan nights quickly became a standard blood sports fest. Riley didn't like it, but at least he was keeping dwarf youths off the street. But then another deal came his way. Kalarel the Vile, started giving him cursed red gold and then showing up at the end of the night to collect bodies. This freaked out Riley so much that he shut down Krazdan nights entirely, even paying the Rat King extra protection money to keep him happy about it. He avoids the issue when asked, and now desperately tries to make sure no blood is shed inside his bar. He lost a lot of business as a result, and his few regulars are worried about his sudden change in demeanour. He's trying to give all the cursed gold as protection money, but he can't get rid of it fast enough. Cutthroat Sark, the owner of the Independent Shipbuilding Co., is also a regular patron, although he and his workers haven't been making many appearances and Riley is worried about him.The Docks
The docks line the east and west side waterfronts of the city. Countless small fishing boats owned by locals are docked here, each one a sloop, as well as a number of ships from the NWTC and other third parties. There aren't a large number of military ships or merchant ships this time of year. Some noteworthy ships include: SS Slowdancer: A galleon owned by the Wyndham Royal Family that is used as a sort of floating ballroom. Most of the long-term cargo space and gundecks have been taken up by several floors of lavish and overly expensive ballrooms and bars. Its figurehead is that of a rampant gryphon, the royal crest of Wyndham, and the standard is also present on all the sails. Carved cherub statues decorate the aftcastle, and there is a gold filigree on each and every handrail. It is the epitome of style over substance, but it is still a well-built galleon. It only has a single gundeck and no oars. NWS Valkyrie: A Manowar owned by the NWTC and Fleet Admiral Seawind's (see Admirals) personal battleship. A 1st rate ship of the line that has seen its fair share of action. It has survived countless battles and has seen so many repairs that many argue that the original Valkyrie no longer exists. It normally sails throughout the Old World but stops in Delport for a few weeks mostly as a show of force and deterrent for would-be pirates. It came here carrying Admiral Seawind to witness her niece's promotion to Commodore of the Delport Fleet. Its proudest feature is its set of mithril sails, which are a silvery white glimmering metal. Its figurehead matches its namesake - a woman with a winged helmet holding out a spear. NWS Sea Nymph: A Frigate owned by the NWTC that is the main force in these local waters. It's relatively new, having been commissioned recently for the new Commodore. Heavily guarded. SS Pathfinder: A Brigantine owned by a rich merchant that is dropping off a large shipment of rum and spices to Fowlsfield in preparation. Said merchant is a total blabbermouth, and once he gets a drink in him, he'll loudly talk about how the ship is his pride and joy, that it's seen him through thick and thin and even the NWTC would be jealous of it. It has a dragon figurehead. SRS Hjodlick: A dwarven ironclad ship from the wealthy Stoneroot clan. It is here to deliver a shipment of refined ores from the Stoneroot family mines to be sold at the docks marketplace as well as to Smelt my Heart directly. Its crew can be found doing a pub crawl of the whole city, and also being tossed out by Riley at the Drum & Monkey. The ship has no figurehead - dwarves believe in pure practicality. As well as several other miscellaneous battle and merchant ships.The Wellerman
Where dock workers drink. A regular there saw what happened to Sark but is dismissed due to rantings and ravings. The Wellerman is a much smaller and more run-down establishment than the Imperial League bars. It has a nautical theme as one might expect, with paintings of ships, fishing trophies and maritime equipment decorating the wall. There is a general din of conversation, but it keeps to low murmurs. It's a fairly dark and dingy place. In times past, it used to be a lot more boisterous with dock workers and sailors from all over the world drinking to a hard day's work, but the recent disappearances of respected shipwrights have darkened the mood. The barkeep is a large burly man who eyes the door warily, polishing a glass with a rag that looks like it'd only make things worse. He'll serve outsiders, but he keeps things curt. If asked about missing dockworkers, he'll get defensive and avoid the question, but if pressed or if asked about Cutthroat Sark, he'll suddenly burst into tears, prompting various men in the bar to get aggressive and chastise the party for being insensitive. The barkeep is Baldric Sark, Cutthroat's husband, who is worried sick about his 'Cutty', and despite his appearance is a big softy. If the players can get him to calm down long enough to talk, he'll explain that it's not uncommon for Cutty to vanish for a while and leave the running of the Independent Ship Co. to his apprentice for long periods of time. He's free-spirited that way. But then the apprentice went missing too. And then other Independent Ship Co. workers. And then other miscellaneous ship and dock workers. Baldric went to the guard and the NWTC, but they haven't done anything. Baldric assumes that this is due to the NWTC holding a grudge for Sark's hand in creating the Unsinkable II, Fannybaws' ship. Sark was found to not be culpable for any of Newgate's crimes, but that has a lot to do with the dock workers of Delport threatening to riot if Sark hangs, something that the Company would have a hard time suppressing. Cutthroat is a figurehead of the shipbuilding community and is widely respected by all dockworkers. As an aside, Cutthroat isn't a pirate nickname or anything, that's his actual name. Sark was last seen 7 months ago, his apprentice vanished 6 months. Many search parties have been sent out, but it's not looking good. Most of the shipbuilding community has given up hope. One can also find the crew of the SRS Hjodlick drinking here, talking loudly and being oblivious as to what's going on. In the corner of the bar is an old man who reeks of stale fish. This is Old Man Archibald, a fisherman who was once lost at sea and came back with an addled mind, and now rants and raves about how the deep sea is going to invade the land and humanity was doomed. He'll freak out if he sees any triton party members. He will also claim that he saw what happened to the apprentice. The rest of the dockworkers dismiss him as a madman. He'll claim that it was on a dark, extremely foggy night, and he saw a figure that may have been the apprentice locking up for the night, stop to take a piss at the dockside, when the sea itself formed a hand, rose up, and pulled him into the water, quick as a flash.The Sunken City
The lair of the Lamplighters and the Rat King. It lies beneath a large and stately bank. The bank itself was built atop the closes before and sealed them away, creating an underground portion of the city that is home to vagabonds, beggars and criminals. How to access it is kept hidden from the general populace, and only those trusted by the Rat King may know the secret entrances. If an outsider wishes to meet with the Rat King, they must either directly ask one of his Capos or head to a quiet part of the city and utter the passphrase, "I wish to speak with the vermin, the true masters of the city." After some time, Dick and Dastard will appear and blindfold the asker whilst they take them into the Sunken City. The Sunken City is a ruin rather than a sewer, so it's surprisingly clean, albeit dusty. A low smoke drifts throughout, stinging the eyes of those not used to it. Dirty rugs, cushions and pillows are all over the abandoned streets and buildings. Lounging on them are all sorts of people, usually smoking opium. As one might expect, rats are everywhere. Vendors exist here, selling contraband from across the Old World. The Rat King's lair is a building that has been converted into a small manor. Gaudy curtains and baubles adorn every corner of the building. The entire top floor has been converted into a single large office for the Rat King. It has further lavish and tacky decorations, with a large flag of the Thousand Beast Pirates directly behind the desk - a black flag emblazoned with a skeletal hydra. This room also has a perch for the Rat King's personal guard and messenger, Barto, a werebat.The Independent Ship Co.
Shut down due to a large number of workers missing. Other shipwrights have started to vanish. People are confused as to why the NWTC doesn't seem to notice. The Independent Ship Co. owns a series of dry docks and a large warehouse on the waterfront. It's currently boarded and locked up, with all sorts of shipbuilding supplies stored away gathering dust. If the party turns up here looking for Sark, they'll be approached by a skittish Company Carpenter if it's at night, or he'll slip them a note if it's during the day. He says that his cousin's friend who is also in the Company under the command of a captain in the north claims he saw a guy that looks kinda like Sark in a town to the north. He wouldn't say anymore, but the guy seemed really shaken up supposedly. He knows it's not much, but he greatly respects Sark and wants him to be safe, and there's something fishy about this whole situation (no offence, triton players). He'll lend the group his wagon and horses, supposedly the town is only 2 day's ride from here, but be warned - there are talks of banditry on the roads to the north.Smelt My Heart
Found on the Imperial League. They are one of the largest blacksmiths in the Old World and serve all sorts of practices from horseshoes to farm tools all the way to weapons and armour. They are extremely rich and well off, with their wares being spread all throughout the Old World. As such, they are obsessed with reputation and hate the idea of their tools being used by pirates. To that end, another that wishes to buy weapons from them must show papers saying that they are part of some organisation that requires weapon usage, otherwise they get put on a waiting list for a week. The idea being that if they are upstanding citizens they can afford to safely wait in town for some time. The inside of the shop is a large single floor that is made larger by knocking down the divisions between properties, so Smelt my Heart is actually three shops fused together. It is extremely hot, with a small legion of blacksmiths hard at work, resembling more a busy kitchen than a smithy. The receptionist is a bored teenage human girl named Lucy Halestone, the owner's daughter who is set to inherit the entire operation when her father passes. She's bright, but finds running a business dull and would rather read adventure novels. She treats most customers with barely contained apathy. The owner of Smelt my Heart is Archibald Halestone, an aging human man who always dresses as lavishly as possible. His prized possession is his pocket watch - worth 2000gp - which he delights in showing off, loudly announcing if anyone has the time before dramatically pulling it out and checking it, much to the embarrassment of his daughter. He'll gladly tell people about how he started from nothing and built his business with his bare hands and how even the Gabranth family have complemented his skills and so on and so forth. A real Doug Dimmadome type. Despite his gentlemanly manner, Archibald is cutthroat, having run pretty much every other weapons smithy out of business. He also deeply loathes pirates and sucks up to both the Wyndham family and the NWTC, which disgusts his daughter of course.Like Moths
The only other blacksmith in town that sells weapons. Run by Kiff, a shrimp yet surprisingly muscular goblin with a chronic wheezy laugh. It can be found tucked away in a very narrow close and isn't heavily advertised. It's also extremely empty most of the time and has a serious rat problem. One would wonder how Kiff even makes any money. Kiff will sell anything to anyone, but he does so at a 50% markup from the PHB. People complain, but those who come to him typically have no other choice. If one of his customers is affiliated with the Lamplighters, his demeanour shifts and he offers weapons at 50% of the usual price. He is the main supplier to the Lamplighters and fears the Rat King greatly. He and his apprentice were the only members of the local goblin tribe to not ally with Redbeard the Landlubber, whom Kiff thinks is a big idiot.Bartholemew's Goods
some info on owners and personalities. Make them emblematic of the average person in the Old World. The largest grocer in town. Ran by an elderly human by the name of Bartholemew, his wife Glynda and their 12-year-old son Bartholemew Junior, also called Barty. Bartholomew and Glynda are nice and polite to most people, but react with fear and forced politeness when faced with more 'unusual' races. They'll ask pointed questions and if Newgate is brought up express extreme hatred for him and all other pirates and how lucky they are to have the NWTC protecting them. Barty thinks they're cool, though. They assume any strange folk are up to no good but don't act with outright hostility. If they get a single hint that they are in the presence of pirates or pirate sympathisers, however, they will not hesitate to call the guards. In the party's case, if they recognise them from the notice about them needing to be questioned they will attempt to stop the party from fleeing, albeit feebly. They share the standard adventuring gear from the PHB at the normal price, but only have one potion of healing in stock. They say they got it from that "witch" on the outskirts of town. They clearly don't like her, but they'll tell the party how to access her tower.BEST INN TOWN
This is the largest inn in Delport. Ran by a family consisting of one mother and her 12 daughters alongside other staff. They greet every new guest at the door with an over-the-top smile and begin upselling immediately. The bar is always packed with live music at every hour of the day. They decorate every wall with paintings of NWTC ships, and Wyndham soldiers as well as 'artefacts' that are claimed to have been owned by the Pirate King himself, Edward Newgate. As typical of many Delport citizens, the staff here are paradoxically proud of being Newgate's birthplace whilst also despising pirates of any sort and being extremely wary around New World species. A bed here is a whopping 5gp a night.Remove these ads. Join the Worldbuilders Guild
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