Azur'ol

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A small village on the southern side of the Inmer. Azur’ol is inhabited by a couple of hundred people, a majority of which is human, and mostly subsists on a mix of agriculture and fishing. A typical backwater village, recently strange noises have been heard at night.

[Main Point of Interest]

The village has a small dock, from where fishing boats take off. Once a month a barge comes by to take people across the Inmer to Mermuth and further north.

Settlements nearby

Travel Pace

  • fast: 50km a day
  • normal: 40km a day
  • slow: 30km a day

Crosset

  • About 65km away. 1,5 - 2.5 days travel
  • Crosset is the closest nearby city east from Azur'oll. It is a decently sized city, known primarily for its larger harbor set on the Godsroad Southern Split, connecting most of the South-East of the Astran League with the North. Travelers and local merchants alike make stops here during their travels, or bring their goods for sale and shipping.

Silcost

  • About 110km away. 2~ - 3.5 days travel
  • Silcost is the first city you encounter when traveling west from Azur'oll. The city serves as Rivemont's harbor to the Inmer and sees many travelers and merchants pass through every day on their way to Rivemont south or the Inmer and beyond North. Silcost is best known for it's silver sanded shores, which are said to be the finest of all the Inmer.

Rivemont

  • About 200km away. 4 - 7 days travel
  • The old capital of the Quon Dynasty and largest city on the south western side of the League, Rivemont is the cultural and economic center of the region. Known as the Reef Run Beacon for its location atop the Reef Run river it's connection to the Brightreef Coast has made it the premier center for cultural mingling between the Astran League and the coast.

Pinst

  • About 220km away. 4,5 - 7~ days travel
  • Former capital of the Pinst Coalition and center of industry and mechanical innovation within the League, Pinst is build into the side of the massive Lonmont on the cusp of the Suthal Highlands. Pinst serves not only as the capital of the region but also as the headquarters for many mining endeavors on the Lonmont and the Suthal Highlands alike. From here metals and coal are shipped into the rest of the League, while researchers and tinkers work on the latest machines within the city's massive walls.

Mermuth

  • About 280km away. 5,5 - 9 days travel.
  • Mermuth is the second largest city on the shores of the Inmer, with only Trepun being larger. The city is set on one of the calmer inlets and the Godsroad Eastern Split, connecting it to both the northern regions of the League and serving as a direct stop on the way to Valgen and the Eastern border. Mermuth is a bustling city of trade and high society and most well known for it's massive statue of Pelor, which also serves as a lighthouse.

History

Lorem Ipsum etc etc

Services

  • Shrine to Selune
  • Merwatch Inn
  • Grain & Simple Goods
  • Flora Remedies
  • Town Hall
  • Scaled Watch Barracks

NPCs

  • Tartzen Herdek, Scaled Watch Captain.
    • Male White Dragonborn | Just, Curt, Easily annoyed | Wants to make a promotion and get out of this backwater town.
  • Valhana Oritris, Priestess of Selune.
    • Female Elf | Kind, Charming, Cunning | Wants to get rid of the Arcanist Kavrel
  • Goe Sargun, Barkeep and purveyor of the Merwatch Inn
    • Male Human | Aloof, Dreamer, Easily impressed | Wants to expand his business and make it rich.
  • Nuri Botsk, owner of the Grain & Simple general store.
    • Female human | Shrewd, Calm, Greedy | Doesn't want things to change and fears for her daughter, who is in the Ptarian Order.
  • Tako Macred, owner of the Floral Remedies.
    • Male Human | Calm, Spiritual, Superstitious | Likes to use halucionigens and wants to sell more of them. Likes the wizard, but is afraid of the arcane.
  • Kavrel, Arcanist.
    • Female Hobgoblin | Calm, Kind, Thoughtful | Wants to peacefully study the surrounding area to learn about how different species live together in harmony.

Going Ons

  • Quest 1
  • Quest 2

Nearby Dungeon

The tomb of a champion of Pelor who died in the Crepuscular Annihilation.

  1. A now disturbed grave was once the final resting place of some individual. The room seems to be used as a barracks by the smaller goblins of the bunch now, however.
    • There are 5 sleeping goblins and about 10 sacks of hay to sleep on. They wake up unless players are stealthy.
    • Besides a grand total of 24gp, 56sp and 28cp there is a wealth of little goblin treasures: Buttons, baubles, bottles, tooth, nails, the shiny ends of shoelaces, etc.
    • Above the grave a dusty, rusted plaque still hangs nailed into the wall. It’s hard to read, but a player can make out: “Here lies Sir Berton. Pious and devout a servant, giving and kind a lord. May his eternal soul be at rest serving the Astral Throne.”
    • The grave itself is empty. A dc 10 investigation roll will find humanoid bones of the appropriate size strew above the room and covered in teeth marks to match goblin dentures.
  2. A seemingly empty hallway.
    • A trap set by the goblins will trigger arrows to fly from both ends of the hallway. DC 15 investigation will find either a wire over the floor at “2”, or see arrows sticking out the wall earlier.
  3. The entryway, guarded by a hobgoblin and three goblins.
    • The small, wide room has been barricaded somewhat. In the corners two meter high wooden posts can be sat on by a goblin each and wooden panels on either side of the door funnel enemy combatants right into a choke.
  4. A hallway ending in a single room on one end.
    • Hallway leading to 5: Has a trap set by the goblins. Right in front of the secret door a pressure play sags away into a pit trap. (DC 15 investigation to find). DC 18 investigation to find secret door.
    • Hallway leading to 6: Another trap in the middle of the hallway. A string trap with arrows flying from the east direction. DC 12 to find.
    • Room: The room itself is home to 2 hobgoblins who have barricaded the entrance after hearing lots of noise from the PCs fighting. One has a crossbow and is shooting from the barricaded entrance into the hallway. The other has a spear and shield. The barricade has 10HP and 10 AC.
  5. Secret room. Accessed from Hallway 4A.
    1. The room contains a stash of treasures collected by the Hobgoblins.
      • 2800cp, 1400 sp, 100 gp
      • 9 gems worth 50gp each
      • Potion of Stone Giant’s strength (brown-ish gray liquid)
      • Spell scroll 4th level: Resilient Sphere
      • 3x Potion of healing
  6. A larger room with two tables, a number of chairs, and food and drink stuffs. Upon a little closer inspection it’s clear that this room used to contain graves as well, though those have been used to create the tables and chairs. Arkul will be here, shouting orders and collecting the rest of his forces into defensive positions to try and defeat the players. 2 Hobgoblins and 2 regular goblins here.
  7. This room has been used both as storage and sleeping quarters for a number of (hob) goblins.
  8. This room has an old, worn glyph in the middle of the room. It seems a new glyph has been drawn over it with charcoal.