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The Twins

Port Town The West Docks The docks, even late in the day as it was, still were bustling. Perception/Investigation checks DC 15 D6 Rumor 1 Someone’s sabotaging fishing boats. It’s those dwarves — they want to take over! 2 That tiefling who’s looking to buy crocodile skulls can’t be up to anything good. 3 A couple of fishing boats have gone missing. If the sea devils aren’t behind it, I’m a merman. 4 Sometimes on a moonless night, you can meet the ghost of a drowned sailor trying to get home. Lead one to their home, and you’ll get a wish. Fail, and they’ll strangle you. 5 It’s only a matter of time before the dwarves dig too deep and unleash something horrible. 6 They found another body down by the docks last night. I guess this "Ripper" man they keep talking about is real.   Open Air Bazaar This is the Open Air Bazaar that you saw when you first arrived. Being late afternoon, the sellers are still open, Some lanterns are being lit. There’s a few dozen stalls selling everything, Fish, Salt, nautical wares, goats, eggs, cloth, marsh plants and pots are available. Kester’s Leather Goods This wooden building is facing the Open Air Bazaar, the fresh air from the harbor and ocean seems to drive the scent of this tannery away from the commerce areas. Several stretched skins are outside and decorated a sign marking this store as “Kester’s Leather goods.” Inside the smell of leather hits your noses. Smooth, colorful leather is on display, both cured hides and items she fashioned from it. Kiana Kester (Human Commoner) runs this tannery. She has extremely long, curled, auburn hair shaved on the right side and brown eyes. Her skin it self looks like tanned leather. She herself was wearing a work apron of leather over a simple shirt and pants, tucked into leather boots. Side quest: Kiana is keenly interested in acquiring hides from exotic creatures to craft into expensive leather. She pays a fee in gold pieces equal to 100 times a creature’s challenge rating for and intact hide of any beast or monstrosity of CR 3 or higher. Harvesting the hide from such a creature requires an intact carcass, an hour of work and a successful DC 15 Dex (sleight of hand) or Wis (Survival) check to preserve it in top condition, on a failed check, can still be sold to Kiana, but at a lesser price. Faithful Quartermaster In one of the larger buildings at the end of the West docks, a newly brandished red lacquered sign reads “Faithful Quartermaster”. Inside, the old was cleared away to make room for this, essentially pop up store. A female tiefling, dressed in a cross between vestments and Pirate clothes, stood behind the main counter. Supplies were in marked areas. Prices ran a little more expensive here, and when asked, she explains that it’s money for the trip north, the supplies she’s come for. Captain Zendros (Tiefling Priest) runs this quartermastery. She has extremely long, wavy, silver hair shaved on the left side and brown eyes, rough deep red skin. Two ram horns sit on either side of her head, the tips capped in gold. She wears other gold jewelry with grim designs. Her voice has sepulchral tones. She’s willing to trade in Magic items, but they have a small curse on them. All magic items have a scrying spell placed on them. Side Quest: Zendros is looking for an Apparatus of Kwalish and will pay handsomely for acquiring such items, Anything short of an artifact, and enough time she can send word to her overlord Mathistor (a mighty Cambion and demigod that runs a realm in the distant north). If her offer is rebuked, She will have her agents conjure a team of demonic assassins to take the device and spirit it back to Mathistor’s realm. The Snapping Line This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme and its sleeping rooms are plain but are comfortable renditions of a ship’s cabins. The smell of fish has never been scrubbed from it’s walls, and those who stay the night often find their belongings steeped in the scent that seems to last for several days. Sailors and fishers gather here to trade stories and drink into the night. The Snapping Line is run by a young woman Hanna Darktow (human commoner), who comes from a well known family of lobster catchers and crabbers. She is a thin woman with stringy golden brown hair and sun tanned skin. She always has a smile on her face. She wears an apron over her tunic dress. The Darktow family also makes a spirit from lobster meat and potatoes called Claw Wine, it is, to put it mildly, is an acquired taste. Hanna employs several former deckhands to keep peace in her bar. Depending on the time of day, it's possible to find Wolford Windruin or some of his crew here enjoying drinks. New Dawn Consortium Guildhall This rather large and imposing building, It’s roof made of gold. The double doors were adorned with iconography of a raising or dawning sun, a number 13 was set in stylized gears and clockwork under the sun. several monodrones were moving boxes inside. New Dawn Consortium is a newer guild throughout Ke’ten, which catered to artificers. Consortium 13 is the ranking member at this guild. Consortium 13 is Kelfir Fizzhorn, (Firbolg Artificer) is an imposing fellow. Standing at a good 8 feet tall, he towers over most, if not all of the people who enter. His gray skin contrasted beautifully with his auburn red hair, which was braided into several braids to keep out of his face. His left arm was missing, only to be replaced with a clockwork arm. When he needed to be Consortium 13, he’d be dressed in the robes of his rank, but normally chose to go in a simple shirt, work pants and boots, with a work apron, as he was often seen tinkering on his newest creation. New Dawn Consortium; artificers and creators of automata; unofficially require clockwork body modification to rise up the ranks; Lord High-Artificer, Consortium of 24 (after the number of hours in a day; probably 2 or 3 assigned to the new world), Artificers, Watchmakers, Tinkers (more fixing than creating), assorted automata and humanoid laborers. Carpenter and Shipwright’s Guildhall Closer to the residential part of the western part of the twins, this large simple building is made of wood, and without a single nail. Barrels, crates, everything that was made of wood in this town, seemed to come from this place. The owner also absorbed the shipwrights shop and business as well. A second door lead to the Denizens of the Sea Shipwrights. This place is run by a snobby gnome named Jilar Kanklestien (gnome commoner). Short spiky oil black hair, ruddy skin and silver eyes. Jilar is dressed in a carpenters smock, close fitting shirt and pants, tucked into boots. She wears a pair of silver goggles for her work and has a toolbelt wrapped around her waist. Jilar is obsessed with rare wood, and will pay handsomely for adventurers to make expeditions in search for specific woods, or give exotic wood found on their adventures. Roll a d8 for wood found on the island. Wood on the Island D8 Object 1 The branch of a tree used to hang a murderer 2 Splinters from a tree struck by lightning 3 A shard of a treant’s bark, given freely 4 A wooden stake used to impale a vampire 5 Tendrils harvested from a shambling mound 6 Deck planks stolen from a pirate ship 7 Log taken from the Hool Marshes, transported in swamp water 8 Wood from a shipwreck
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