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=Information= * [[The Wilderlands of Absalom]] - setting info ==Trade Info== *Each urban center has the following information. **Hex and Market Class are given in parenthesis) **General Notes. **Demand Modifiers. **Refer to p. 16 of Domain Building for information about Market Classes and p. 37 of the same for information about Trade modifiers. ===Deepwater=== *Class 5 market **Surplus (3). Hides/Fur -3, Grain/Vegetables -1, Salt -1 **Demand (1). Wood, common +3 ===East Map, North Section=== *Joruth (04.60, MC 5) **Surplus (3) Cloth -1, Hides -2, Weapons/tools -3 **Demand (3) Monster parts +3, Grain/Vegetables +1, Textiles +3 *Maar (31.63, MC 6) **Surplus (3) Wood (precious) +3, Wine/Spirits +1, Meat (preserved) +3 **Demand (1) Tea/Coffee +3 *Sachar (21.53, MC 5) **Surplus (0) **Demand (2) Oil +1, Hides/fur +3 *Grim (26.53. Harbor is too shallow for Horizon Treader, MC 3) **Surplus (1) Fish (preserved) -1 **Demand (0) *Tachris (31.53. Harbor is too shallow for Horizon Treader, MC 4) **Surplus (0) **Demand (3) Gems +3, Porcelain +1, Beer/ale +1 *Ankim. (38.53. Dragon controls the waterways), MC 4 **Surplus (3). Metal (common) -1, Metal (rare) -3, Fish (preserved) -2 **Demand (1). Wine/Spirits +1 *Canpher (41.63, MC 5) **Surplus (3). Metals (common) -3, Dye/Pigments -2, Wine/spirits -2 **Demand (0) *Lastine (18.83, MC 5) **Surplus (0) **Demand (3). Hides/furs +1, Pottery +2, Grain/vegetables +3 *Berric (36.85, MC 6) **Surplus (2). Textiles -2, Grain/vegetables -2 **Demand (1). Weapons/tools +2 ===Middle Map, North Section=== *Phiaric (68.56, MC 5) **Surplus (0) **Demand (0) *Pata (68.83, MC 4) **Surplus (2) Fish (preserved) -1, Pottery -2 **Demand (2) Wood (common) +2, Hides/Furs +1 *Taman (38.76, MC 5) **Supply (1). Semi-precious stones -3 **Demand (2). Metals (common) +3, Dye/Pigments +3 *Layge (58.26, MC 4) **Supply (0). **Demand (3). Weapons/Tools +1, Hides/Furs +2, Grain/Vegetables +3 *Steste (52.37, MC 3) **Supply (0). **Demand (2). Weapons/Tools +2, Armor +2 *Shala (37.24, MC 4) **Supply (3). Glassware -2, Wine/Spirits -3, Wood (Precious) -1 **Demand (0) *So (14.54, MC 7) **Supply (2). Grain/Vegetables -1, Livestock (cows)-2 **Demand (2). Textiles +3, Wood (precious) +2 *Ma (15.58, MC 4) **Supply (1). Oil -3 **Demand (2). Dye/Pigments +3, Pottery +3 *Heswen (12.35, MC 4) **Supply (2). Salt -2, Beer/Wine -3 **Demand (0) *Markdra (08.21, MC 5) **Supply (3). Weapons/Tools -1, Hides/Furs -3, Wine/Spirits -3 **Demand (3). Cloth +2, Beer/Ale +3, Pottery +1 *Miferd (02.31, MC 3) **Supply (1). Weapons/Tools -1 **Demand (2). Semi-precious stones +2, Cloth +2 ==Ports== ===Joruth=== From the water it looks to be at least as large as Deepwater, if not larger, nestled between the water and grassy, rolling hills. Three long docks run from the shore into the water at a sixty degree angle, spaced several hundred yards apart each. [https://forum.rpg.net/index.php?threads/ic-sailing-the-silver-sea.869124/post-23476162 1st docking] "Joruth is built like a lot of these port towns in hill country. Rich folks live up top, poors at the bottom. You'll find the mercantile district adjacent to the docks -- mostly warehouses, flophouses, gin joints. There are some businesses a little further up the hill -- a general store or two, apothecary, and so forth. Residential districts are mostly around the sides and the back. The Lord Mayor lives on top of the hill, along with the other wealthy folks. You'll find Halcyon House there, too, with a view of the Sea from three sides. Or so I've heard. Not my kind of place." *Lord Mayor *rumor of a magic-user in the hills outside town *Halcyon House (inn) is where the hoity-toity merchants stay -- almost more of a bread and breakfast than an inn *Captain's Bridge inn *Port of Call tavern *rough and tumble alehouses closer to the docks *Grimrah the Gourmand, mage, wants magical beast parts **especially basilisk eyes and displacer beast hides **[https://forum.rpg.net/index.php?threads/ic-sailing-the-silver-sea.869124/post-23501665 first met] ==Rumors== '''Sachar''' *There's a race of eaglefolk dwelling in the mountains to the north. No one knows where there city is, but they come down to Sachar every so often. The rumors say they maintain a monastery where their kind train in various fighting arts. *The Dhezembur mountains contain dozens, perhaps hundreds of ruins, leftover from the Ancient Ones that rules Absalom at the beginning of recorded history. Every so often an expedition will head north, searching for the ancient technology they left behind. *Orcs and worse have been coming out of the mountains recently, causing several mines to shut down and the Duke to increase his levies upon the populace to raise more troops. Grim and Tachris are two vassal states to the Duke, but they have been unwilling -- or unable -- to provide aid. As Sachar is the only viable port the Duke is threatening restricting trade with them unless they can help. *One of the women drinking has a cousin that tends sheep in the foothills. She says that last fall, just before winter came, her cousin stumbled across an ancient burial complex that had been uncovered by tremors. She says for a fee she'll take the companions to see her cousin.
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