Tynard
Tynard is a port city on the west coast of Farveld. It is a busy trade hub, hosting vessels from Kurakut, Olvitra, Deorvold, the islands of Ilqar, and occasionally strange exotic vessels from further south and west, countries that few in Farveld are familiar with.
Tynard's main industry is shipbuilding. Timber is received, and boats are created here, destined for all parts of the realm. Old gargan families control many of these shipbuilding companies, expert seafarers that they are.
Aside from its function as a port, it is the main centre of commerce for West Farveld and overland transports from Cylestol are a daily occurence. It also has an Imperial Riftgate connecting directly to the capital, which can be accessed for 200 guineas.
LOCATIONS:
Tynard - Cylestol Riftgate
Fast travel to the capital.
The Boardwalk
Stretching for some three miles, this waterfront promenade takes in the bustling docks and has excellent views out to sea. Some small islands are visible. Sometimes shady deals go on down here.
Forge of Three Smiths
The original Forge was founded by a heimfolk rune expert, a human enchanter, and a Callenthi magus from the southlands, all master blacksmiths. Since then, the franchise has spread across the continent, providing high-quality arms, armaments, and enchantments that combine the three races’ strengths and styles. In many cities, the Forges have to operate under a waiting list system, as high demand means that they develop hefty backlogs.
Vaclav's
Only open twice a month, the wagonfront store known as Vaclav's holds something different every time. Vaclav is something of a huckster; he picks up oddities on the cheap when he travels, and unloads them at unreasonable markups when he returns to his old home. Last time he was open, he was selling an assortment of pennywhistles, lutes, and harp-like instruments... before that it was do-it-yourself divination boards, darfalii candles, and fine incense.
The Menagerie of Bottis the Orange:
A penthouse suite in a large boardinghouse that is open to the public most hours of the day, the Menagerie is a huge room lined with cages of various shapes, sizes, and contents. Within each cage is an exotic animal of some sort; most of them were custom-bred by Bottis, a mad transmuter of uncertain race obsessed with the creation of new life forms. It's said that Bottis has a creature for just about any purpose you could wish, although most are so bizzare and impractical that their best purpose is novelty. A good example of this is the Parrotmonkey, a take-off of the owlbear that was supposed to be able to do recon and then tell its owner what it had seen. Unfortunately, the first one died a few weeks after its creation; all it would eat were banana flavored crackers, and in the words of Bottis, "Does hyu know how hard eet ees to get bananer flav'red crachkers around heere?"
The Brawling Bear
The Brawling Bear is a dark run-down inn-tavern off the boardwalk. Its patrons are typically those hiding from the law or just not wanting to attract attention from the local populace. It is run by a well known Bug Bear crime family but to date the authorities cannot prove their illegal activities. At times fiends have been known to stay at the inn. The cops are weary about a raid on the establishment for fear of those inside.
Traveler’s Rest
The largest, most comfortable inn in town, mainly because it’s run by clerics of Solios. Adventuring troupes passing through the city tend to gravitate towards it, not only because it has secure storage facilities for their gear, but also due to its excellent ale. For the latter reason, worshippers of Olidammara often make their own appearances.
Arnac’s Shop of Mystical Wonders
A magical goods store heavy on mystical ambience but light on useful supplies. Arnac is a rare sedentary mercane who was evidently exiled to the Material Plane for his trade practices, which were unsavory even by his race’s standards. His goods include crystal balls that mainly show the viewer’s reflection, amulets to ward off “shmarls,” salves to defend against dragonfire (“if not completely satisfied, return in person for a full refund”), and the dreaded “Bargain Bin,” a crate full of items that work, but have yet to be identified. On at least one occasion a customer was turned into a pineapple just by handling Arnac’s merchandise, but once in a great while, something useful is found lurking on a back shelf—his favorite story concerns the time a questing paladin found the Chalice of St. Tristan standing innocently among an array of potions years past their sell-by dates. Several times Arnac has had to relocate his business, shop and all (via a powerful teleportation enchantment), but the locals tolerate the mercane because he mainly preys on out-of-towners, and for the entertainment value his shop provides.
Government
A mayor, acting under the auspices of the Imperial Crown.
Defences
A full five garrisons of Imperial Blades are stationed here, as well as six naval flotillas. There is enough military power here to deal with any invading forces coming from the west. And they have come, in the past.
Industry & Trade
Shipbuilding, Commerce. Fisheries
Guilds and Factions
Khul-rhizaak, the Handful of Coins, the Tynardian Shipbuilder's Guild.
History
There has always been a gargan settlement here since the earliest days of Callenthi oral history. Callenthi and humans began trading and interacting with gargan early on, and a joint settlement was officially founded some two and a half thousand years after the birth of the Epto Callenthi age.
Architecture
Some older stone buildings, mostly wooden buildings which are constantly being rebuilt.
PERSONALITIES
Captain Lars Calverth, captain of the Imperial Blades. originally from Dagnvald, a mighty warrior and leader. Rinnor Valin, foremost wizard of the town and unchallenged authority on matters of all things arcane. Human or Callenthi, he has never specified which and prefers to keep it a mystery. Eldremma Brindol, Callenthi female paladin and high priest at the town's main temple of Solios. Also a distinguished general during the Grim Epoch, she has now chosen Tynard as her place of residence, where she can worship her God in peace and live quietly. Karla Sepriss, deadly rogue and Tynard head of Khul-rhizaak. There are other thieves' guilds, some less well known, but Karla is the most visible.Remove these ads. Join the Worldbuilders Guild
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