Site hosted by Angelfire.com: Build your free website today!

The Garrison City of Aliscanth

  1. South Gate

      A large gateway leads under a tall wall and opens onto the streets of Aliscanth. Several guards stand watch at the entrance. South Gate, comprises one of the town’s primary entrances and is the gate off the main road to Teradryn. This gates stand open during the day, leaving a 20-by-20-foot path that leads through the wall and into the city. A walkway crosses over the opening, connecting either side of the wall. Two towers, which are part of the wall, rise 40 feet above a gate. South Gate is closed and locked at night, though can be opened for people leaving the town. The gate is staffed by a group of four guards on a 6 hour rotation. Lone travelers and small groups can enter and exit for free; traders and merchants pay 5 sp per wagon or cart.

  2. South Square

      Carts and tents surround a large communal well in the center of this plaza. The citizens of Aliscanth bustle about the area, shopping for food, clothing, and crafts. Caravanners and river merchants set up carts and tents along the Eastern wall near the town’s permanent shops. Those looking for food, supplies, and miscellaneous items might find what they’re looking for here.

  3. Garwan’s Curiosities

      A sign bearing the image of a unicorn horn, an hourglass, and the words “Garwan’s Curiosities” hangs at the front of this store. Windows provide a view of bizarre and rare items. Locals visit Garwan’s to find interesting gifts supplies or to sell or trade items in which Garwan sees value. A stop at Garwan’s Curiosities remains a favorite diversion among locals, especially Aliscanth’s youth.

      Garwan: Garwan is an elderly Half-Elf, and is rumoured to have been a bladesinger in his youth and retired under mysterious circumstances. He is happy to let customers browse while he sits at the counter puffing on a prodigious pipe. If asked about a particular item, he remains where he is and points it out from among the clutter. If he doesn’t have the item, he shakes his head sadly. If asked about an item’s origin, he tells the inquirer who sold him the piece and any story behind it.

      Items of Note: If a PC is looking for something outlandish, Garwan’s is the best place to find it. If the item is not particularly rare or valuable, the character should find it for sale at a reasonable price.

      Maps: Garwan has several maps of dungeons and ruins, though the pieces are of questionable accuracy. If you want to make a map available to the characters, this is a good place for them to acquire it.

  4. Starra’s Knives

      This dimly lit shop smells of oil and steel. The walls have a large display containing hundreds of different knives and daggers and swords. No other place in Aliscanth offers a better selection of swords, knives, daggers, and other small bladed weapons. Many of the blades on display have accompanying names and stories, though the veracity of these embellishments is doubtful.

      Daennia Eles`Starr: The proprietor of the knife shop is Daennia Eles`Star, though most people just call her “Starra.” Folks say that Starra hails from Teradryn, but they know little else about her. She seems to have a foul memory attached to her birthplace, which she won’t reveal. Starra prefers to talk about knives—how they’re made, how they feel, and the advantages of one blade over another. In addition to mundane blades, Starra carries a few magic weapons, which can be purchased.

  5. Green Tankard Tavern

      A sign with a green-painted tankard of ale proclaims the nature of this establishment. The tavern’s large common room holds a gregarious group that includes townspeople, riverboat folk, merchants, farmers, and one or two individuals wearing the badges of the Aliscanth Patrol. Called simply “the Tankard” by locals, this roomy inn and tavern serves as the public house for the more reputable portion of Aliscanth. The Tankard offers beer, spirits, and a variety of expensive wines. Meals are available throughout the day, and rooms can be rented for overnight stays. Regulars and travelers alike gather each day to drink, gossip, sing, and engage in games of chance.

      Maeressh Laravael: This loud, talkative Moon Elf is the Tankard’s proprietor. He enjoys sitting back to tell a long story, even to the exclusion of other patrons who are waiting for his service. If asked about a particular person, Maeressh indicates that person’s location in the tavern if he or she is present or gives the time of day that the person will likely turn up.

  6. General Store

      A hanging sign shows this large building to be Aliscanth General. From other signs on the storefront, the place appears to carry everyday goods necessary to those living on the frontier. A person can purchase tools, clothing, food, drink, simple melee and ranged weapons, ammunition, and adventuring gear at this store.

      Caesalla Maeraein: The proprietor, runs the general store with the help of her stockboy, Raumandar. Raumandar is quiet and keeps to himself as he obediently goes about his duties for Caesalla. When Caesalla speaks of Raumandar, she lauds him for his strength and his devotion to her store. The middle-aged woman regards him as an adopted son. If an unusual item is requested, Caesalla says she might be able to obtain the item at a 20 percent premium over the normal price, but only after a tenday or two.

  7. Temple

      The vine-covered walls of the temple rise high above the walls of Aliscanth, and the spire’s tip appears to reach a full 100 feet above the ground. The symbol of an oak leaf gleams with its own emerald light above the grand archway leading into the temple. This temple is sacred to the Seldarine, though worshipers of other benign faiths are also welcome.. The interior walls are painted to resemble the sky, and the main floor is one expansive area dominated by a grassy hill around which a crown of trees gently sways in an endless breeze.

      Brother Eryphaen: The head of the temple is a Grey Elf priest who, was fostered and raised in Aliscanth by his Father, a fisher. He is a black-haired, blue-eyed, and well-muscled and often helps the Local Fishers, thought can be found in the temple at dawn and after dusk. Brother Eryphaen knows most of the stories concerning Dothgarr Keep, and he is glad to share his knowledge.

  8. Smithy

      The clank of metal on metal, the hiss of steam, and the roar of flames issues through the open door of this establishment. A hammer and anvil decorate a sign hanging over the door. Here characters can purchase a variety of metallic wares, including weapons and armor. The smithy doesn’t have any martial weapons in stock, but custom requests can be fulfilled within several days.

      Megana Nistral: The head smith is a brawny female dwarf. Megana’s hearty laugh competes with the hammering beats of her great mallet. She employs several apprentice smiths who are in awe of the woman’s stature and blacksmithing ability.

  9. Apothecary

      A sign displaying several oddly shaped bottles hangs over the door of this shop. A dozen different scents waft through the doorway, including tangy musk, cinnamon spice, orange peel, baking bread. Although the apothecary advertises as a perfumery, the proprietor has recently started selling oddments and charms, much to Garwan’s ire. In the apothecary, one might find powdered unicorn horn, dragon claws, and burnt-out Ioun stones. However, the worth or authenticity of many such products is questionable. The apothecary also carries more mundane products, including herbs, roots, and spices, which are mainstays of Aliscanth’s cooks and hedge wizards.

      Brosha Manx: The apothecary’s proprietor, a half-elf named Brosha Manx, is a thin and listless individual. His face is scarred, and his hands shake from ill-conceived attempts to brew potions in his youth. He is curt and doesn’t enjoy small talk. Brosha doesn’t pay for protection from the Lady of Shadows because he is one of her gang members.

  10. Garrison Headquarters

      The symbol of a crossed sword and axe is blazoned high on this building. The clangs of metal and shouts from within indicate a fight might be underway. This building is the headquarters for the Aliscanth Patrol, and it is where Aliscanth’s militia comes to train. The members of the patrol practice twice per day with their fellow soldiers. On average about four Patrol members are on duty at any one time. Aliscanth’s patrollers are well trained. Each patrol unit consists of 16 soldiers and is commanded by one of four leaders. All are under the purview of Captain Harrowleaf.

      Captain Harrowleaf: The head of the Aliscanth Patrol is an easygoing High Elf Ranger and remains calm and confident even in the midst of a crisis. Harrowleaf is unaware of the extent of the Lady of Shadow’s crime organization, and thus he has not taken action to stop her.

  11. Tenements and Homes

      These dwellings crowd together within the walls, taking advantage of all available space. The buildings vary in quality; some appear well kept and house only one family, while others contain many families that have squeezed in together. Hundreds of people live within the protection of Aliscanth’s walls. Some live in multitenant apartments, while more affluent folk possess small houses. The apartments mostly hold farmers, fishers, laborers, and craftspeople who are too poor to own land.

  12. Bladesinger Hall

      The symbol of the Bladesinger’s is blazoned high on this building. The sounds of clanging swords and shouts from within are often heard as well as the sounds from various magical effect, as the Bladesinger trainees are pushed hard in their training. This building is the headquarters for the Bladesingers, and it is the principle Academy for them in the entire kingdom of Arethane. As many as 50 Bladesinger trainees may be present at any time as well as nearly as many fully trained Bladesingers. The Bladesingers often teamup with the patrol and serve as a reserve fighting force in case of emergencies. The Bladesinger Hall is commanded by The baron who is always a Bladesinger appointed by the King.

      Baron Drusthelyn WinterOak: Drusthelyn is young 6'2" Moon Elf BladeSinger with icy blue eyes and silvery hair and is armed with an Elven Shiadra Moonsword. Drusthelyn was orphaned as a child when his father and mother were killed in a drow raid, lead by Barad Everhate. Drusthelyn inherited his moonsword from his mother. Drusthelyn was raised in the WeaponsMaster School of the Heron by his mentor, Sir Shia`tann and recieved much of his magical training from the King. He is a Knight to the Order Mor'Kellos and is married his wood elven love Lady Amber Oak`Shadow. He came to this position recently, as the previous Baron was assasinatedby unknown forces.

  13. Docks Gate

      An inner wall, smaller than the walls surrounding Aliscanth, separates the town’s western dock district from the rest of the town. The gate between the two areas stands open and unguarded. This gate remains open unless the town is attacked from the river, in which case it is closed and protected by guards.

  14. Docks

      Several large log structures in the northeast section of Aliscanth store the goods of merchants doing business in the town. By day, people bustle about the area, transferring barrels and crates between the storehouses and trade ships. The docks are small and allow only a limited number of ships to moor. Several small fishing boats vie with larger ships for space along the docks. By night, raucous noises issue from the pub situated along the west wall. Between the docks, storehouses, boats, and pub, this district is active regardless of the time.

      Rivermaster Sarl: The rivermaster sees to it that ships are loaded and unloaded, fees are levied and collected, dock space is reserved and transferred, and the docks are managed efficiently. Sarl is a thin, weathered man who has more gray hair than brown; however, his energy never seems to ebb.

  15. Fisher’s Friend Pub

      The overwhelming odor of spirits and smoke wreathes this tavern, owned by Lady Moonfire. Calloused dockworkers and fishers drink and gamble away their pay. Wizened old men and women sip their ale in silence, waiting for an opportunity to tell a tale of the river. This pub attracts a rougher crowd than the Green Tankard does. Most folks come to the Fisher’s Friend to drink and gamble rather than to socialize. This pub hides a darker secret as well. It is the headquarters of the Lady of Shadows, leader of the local Theives guild.

      Lady Moonfire: This half-elf warlock is the Lady of Shadows, the head of Aliscanth’s criminal gang.

  16. Baronial Manor

      This grand manor house is a jewel of dwarven craftsmanship. The building includes its own stable, buttery, and servants’ home. Built by a dwarf artisan for a self-styled elf lord, this manor house was the seed from which Aliscanth grew.

  17. Barracks

      This group of buildings, house the various elements of the Patrol, City Guard, and Bladesingers, or at least those that do not own homes of their own.

  18. City Guard

      The symbol of the scales of truth is blazoned high on this building. This building is the headquarters for the city guard, and it is where criminals are brought to justice and detained until trial. The members of the guard well trained and make up an additional reserve for the patrol as well as maintain law within the city. Each guard unit is commanded by one of four leaders and consists of 16 members. All are under the purview of Captain Shaertial Hestarin

      Captain Shaertial Hestarin: The head of the City Guard is a tough but fair retired paladin to Larini. He is unaware of the extent of the Lady of Shadow’s crime organization, and thus he has not taken action to stop her.

  19. Garrison Stables

      The earthy scent of hay and manure is strong in this wide building. The whinny of horses and the snort of oxen indicates that the building houses many beasts of burden.Carts, wagons, and other transports are also parked nearby. Mounts can be kept here for 2 sp per day. Riding horses can also be bought and sold at the stables. Darden, Dred, and Drer: These three brothers run the stables. They are the sons of Garwan, who owns Garwan’s Curiosities. They manage the facility and employ several assistants who feed, water, brush, clean, and care for the animals.

  20. North Gate

      A large gateway leads under a tall wall and opens onto the streets of Aliscanth. Several guards stand watch at the entrance. North Gate, comprises one of the town’s primary entrances and is the gate off the main road to Dothgarr Keep. This gate is always closed and locked, though can be opened for people leaving the city. A walkway crosses over the opening, connecting either side of the wall. Two towers, which are part of the wall, rise 40 feet above a gate. The gate is staffed by a group of 8 guards on a 4 hour rotation.


Return to Maps and Floor Plans
Return to Arethane