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The Wasteward Constabulary is located just north of the Emperor's Square. The Constabulary is presided over by Captain Rendort, a tall, thin, red-faced man whose slight build belies reflexes and skills that have been honed by more than two decades in service to the Empire. More than twenty constables assist him in upholding the laws of the Empire. The constbulary is often kept quite busy due to the wild frontier spirit that permeates the region, and many a foolhardy adventurer finds himself waking up in the holding cells after a night of revelry goes too far.
 
The Wasteward Constabulary is located just north of the Emperor's Square. The Constabulary is presided over by Captain Rendort, a tall, thin, red-faced man whose slight build belies reflexes and skills that have been honed by more than two decades in service to the Empire. More than twenty constables assist him in upholding the laws of the Empire. The constbulary is often kept quite busy due to the wild frontier spirit that permeates the region, and many a foolhardy adventurer finds himself waking up in the holding cells after a night of revelry goes too far.
 
== Docks and Warehouse District ==
 
 
Stretching along the shores of the Folyoba are a series of docks used by private citizens, rivermen, merchants, and the Empire. The Legion has its own docks on the opposite side of the river. All manner of rivercraft can be found docked here, from rowboats to leisure craft, to barges. The river is the main source of goods and the offers the most comfortable travel from other areas of the Empire. A number of large warehouses line these shores, for the storage of export or recently imported goods.
 
  
 
== Emperor's Square ==
 
== Emperor's Square ==
  
 
The central (and only) square in Wasteward. The Emperor's square serves doubles as the location of the town market and the parade grounds for the militia. Most of the major buildings in Wasteward are located on or near the Square.
 
The central (and only) square in Wasteward. The Emperor's square serves doubles as the location of the town market and the parade grounds for the militia. Most of the major buildings in Wasteward are located on or near the Square.
 
== Hiddal Bridge ==
 
 
This bridge spans the Folyoba River, from Wasteward to the Legion Camp. There is no other bridge across the Folyoba north of Wasteward (though there is a small one across the Haledek, far to the west), and the next bridge to the southeast is at least three days' travel. Some of the finest masons in the Empire were brought to Wasteward to build the bridge, which stands tall enough to let laden boats and barges pass easily beneath its span. Wasteward may have been established as a military outpost, but due to the bridge it became a major centre of trade. Merchants from throughout the northwestern lands of the Empire, and beyond, travel through Wasteward, bringing their wares and wealth.
 
  
 
== House Lazadonek ==
 
== House Lazadonek ==
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The large but modestly-appointed mansion of House Elokel is found on the Avenue of the Emperor, leading from the Keep to Emperor's Square. Considered an inconsequentially minor house in the grand schemes of the Empire, House Elokel controls little outside of the immediate vicinity of Wasteward. It was founded by Karoly Elokel, an adventurer who came to Wasteward soon after its founding and eventually built up considerable wealth trading in artifacts from the Wastes. The House is now led by Karoly III, grandson of the founder, who has proven himself to be a successful merchant in his own right. House Elokel has earned a reputation for honesty, integrity, and generosity, and is much favoured by the local population.
 
The large but modestly-appointed mansion of House Elokel is found on the Avenue of the Emperor, leading from the Keep to Emperor's Square. Considered an inconsequentially minor house in the grand schemes of the Empire, House Elokel controls little outside of the immediate vicinity of Wasteward. It was founded by Karoly Elokel, an adventurer who came to Wasteward soon after its founding and eventually built up considerable wealth trading in artifacts from the Wastes. The House is now led by Karoly III, grandson of the founder, who has proven himself to be a successful merchant in his own right. House Elokel has earned a reputation for honesty, integrity, and generosity, and is much favoured by the local population.
 
== Laszlo's Stables ==
 
 
Just inside the southern gateway to Wasteward can be found Laszlo's Stables. It is here that one can board their horses during a stay in Wasteward, regardless of length, for the modest price of a silver per day.
 
  
 
== Legion Camp ==
 
== Legion Camp ==
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== Merchants & Craftsmen==
 
== Merchants & Craftsmen==
  
As the capital of the Marches, Wasteward has attracted many merchants and craftsmen to set up permanent residence. These include an apothecary, armourers, butchers, chandlers, charcoalers, cobblers, furriers, glassworkers, jewelers, litigants, locksmiths, masons, metalsmiths, millers/Bakers, ostlers, outfitters, physicians, potters, roofers, ropemakers, sages, salters, scribes, a shipwright, tailors, tanners, teamsters, timberwrights, tinkers, weaponcrafters, weavers, woodcrafters, and yeomen. Most establishments are located in the areas immediately surrounding the Emperor's Square, or on the streets leading to the eastern, western, and southern gates of the town.
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As the capital of the Marches, Wasteward has attracted many merchants and craftsmen to set up permanent residence. These include an apothecary, armourers, butchers, chandlers, charcoalers, cobblers, furriers, glassworkers, jewelers, litigants, locksmiths, masons, metalsmiths, millers/Bakers, ostlers, outfitters, physicians, potters, roofers, ropemakers, sages, salters, scribes, a shipwright, tailors, tanners, teamsters, timberwrights, tinkers, weaponcrafters, weavers, woodcrafters, and yeomen.
 
 
As in most major trade centres, the dwarven clans maintain a small guildhall for the use of their traveling merchants. A small number of dwarven merchants also reside permanently in Wasteward, usually to engage in the buying of local artifacts and magical items, and the selling of luxury items imported from faraway lands. The prices they charge for their goods tend to reflect their rare nature. And while they are usually happy to purchase rare items, it takes a wily haggler to obtain a good sale price.
 
 
 
== Militia Barracks ==
 
 
 
Largely empty during the majority of the year, the barracks offer accommodation for the militia whenever it is called up due to threat to the town. In the early years of Wasteward, this was often, but has become infrequent in recent years due to the completion of the current town wall and an increasingly quiet Wastes. It is located near the northern gate of Wasteward.
 
 
 
== Sari's Theatre ==
 
 
 
This theatre, located east of the Emperor's Square, offers weekly dramtic performances.
 
  
 
== Shrine of Keresk ==
 
== Shrine of Keresk ==
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This recently-built temple is located prominently on the Emperor's Square. Never officially sanctioned by the Emperor or House Telkar, the Cult of the Emperor has risen in prominence during the past half-century. While scorned by the priests of many of the temples to the ancient gods, who disavow the godhood of the Emperor, the cult is very popular with the human peasantry, warmages, weapon masters, and (it is rumoured) shadow walkers. Naturally, the priests of the temple are fanatical in their support for the actions of the Empire and equally fanatical in their hatred of all that oppose it. But if the Emperor is not divine, who grants the clerics of the Emperor their powers? Clerical domains include Law, War, Domination. Favoured weapon is the short sword.
 
This recently-built temple is located prominently on the Emperor's Square. Never officially sanctioned by the Emperor or House Telkar, the Cult of the Emperor has risen in prominence during the past half-century. While scorned by the priests of many of the temples to the ancient gods, who disavow the godhood of the Emperor, the cult is very popular with the human peasantry, warmages, weapon masters, and (it is rumoured) shadow walkers. Naturally, the priests of the temple are fanatical in their support for the actions of the Empire and equally fanatical in their hatred of all that oppose it. But if the Emperor is not divine, who grants the clerics of the Emperor their powers? Clerical domains include Law, War, Domination. Favoured weapon is the short sword.
  
== Temple of Isten ==
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== Temple of Isten of Napsut ==
 
(Neutral Good)
 
(Neutral Good)
  
Isten, the Shining One, whose glowing city of Napsut sits upon the sun itself, is the god of light, supporter of those in need, and adversary of all that is evil. He is associated with the domains of Good, Healing, Strength, and Sun. The longsword is his favoured weapon. Crusaders, rangers, and bards are common visitors to this moderately sized temple emblazoned with a giant gilt sun, located prominently on the Emperor's Square.
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Isten of Napsut, the Shining One, is the god of light, supporter of those in need, and adversary of all that is evil. He is associated with the domains of Good, Healing, Strength, and Sun. The longsword is his favoured weapon. Crusaders, rangers, and bards are common visitors to this moderately sized temple emblazoned with a giant gilt sun, located prominently on the Emperor's Square.
  
 
== Temple of Temeszet ==
 
== Temple of Temeszet ==
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(Lawful Good)
 
(Lawful Good)
  
Megtor the Last is foremost amongst the warriors of Heaven and the god of justice, honour, valour and protection of the innocent. The domains he is associated with are Good, Law, and Protection. His favoured weapon is the longsword, and he is worshipped by paladins, crusaders, knights, and marshals.
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Megtor the Last is the god of justice, honour, valour and protection of the innocent. The domains he is associated with are Good, Law, and Protection. His favoured weapon is the longsword, and he is worshipped by paladins, crusaders, knights, and marshals.
  
 
== Temple of Vitesze ==
 
== Temple of Vitesze ==
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This small temple, discretely located near the gates of the Keep, is dedicated to the goddess of magic and knowledge. She and her clerics tend to remain aloof from the world, promoting no agenda beyond the discovery of arcane knowledge. She is worshipped by wizards, sorcerors, warmages, and other users of arcane magic. She is associated with the domains of Knowledge, Magic, and Illusion, and her favoured weapon is the quarterstaff.
 
This small temple, discretely located near the gates of the Keep, is dedicated to the goddess of magic and knowledge. She and her clerics tend to remain aloof from the world, promoting no agenda beyond the discovery of arcane knowledge. She is worshipped by wizards, sorcerors, warmages, and other users of arcane magic. She is associated with the domains of Knowledge, Magic, and Illusion, and her favoured weapon is the quarterstaff.
 
== The Coach and Horses Inn ==
 
 
This inn, located just west of the Emperor's Square, is a favourite of travelers passing through town, on account of its large and well-maintained stables and three stories of moderately-priced rooms. In the pub on the main floor can be found an eclectic mix of customers that varies greatly from night to night. It is generally considered to offer the musical best entertainment in town, often from traveling bards who perform for room and board.
 
 
== The Dancing Elf Inn ==
 
 
This establishment, located at the bottom end of the Emperor's Way, offers upscale accommodation to those wealthy visitors who do not have sufficient influence to merit a room at the Keep. In it's small but reknowned dining room, one can often find wealthy merchants, Empire officials, guildmasters, and senior priests supping on imported delicacies.
 
 
== The Empire's Shield Tavern ==
 
 
This tavern, located near the bridge and marked with the symbol of a Legionnaire's Shield, was once kept lively by the loyal patronage of legionnaires on leave from the legion camp on the other side of the river. Since the arrival of the XIIIth Legion, this flow has dropped to a trickle, and those few goblinoids that do partake of the establishment are still sufficient to drive away all but the roughest human customers. As a result, it has obtained a reputation as a hangout for rivermen, caravan guards, gamblers, black marketeers, and other rogues.
 
 
== The Riverman's Rest ==
 
 
This inn, located near the bridge, is popular with the men who work the riverboats, docks, and warehouses. It offers affordable, if spartan, accommodations.
 
 
== Tower of Mages ==
 
 
A common feature in cities and major towns throughout the Empire, the Tower of Mages is a second home to practitioners of the arcane arts. It is here that they gather to share their knowledge and to practice their art. The tower is home to a small shop that trades in arcane raegents and alchemical elixirs, as well as enchanted items. The shopkeep also acts as a agent for the procurement of specialized servants from local mages. Potential customers should be aware that magical items are, in general, quite rare in the Empire, and they should expect to pay a price that reflects this.
 
  
 
== Town Market ==
 
== Town Market ==
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The Keep is built on the ruins of a long-abandoned elven settlement, on the heights overlooking the Folyoba River and the town of Wasteward. All that remains of the elven settlement are the stumps of six ancient trees, hollowed-out and carved into what were once luxurious living quarters. These living quarters were repaired and a stone wall added around the exterior to form a fortified outer wall. The largest, central tree has been built upon to form the Keep itself. The keep is normally occupied by a small garrison of the governor's personal troops, and provides living quarters for the governor and other important local officials of the Empire. At times, the keep will also house heroes who have been asked by the Empire to help police the Waste, seeking out and destroying powerful aberrations.
 
The Keep is built on the ruins of a long-abandoned elven settlement, on the heights overlooking the Folyoba River and the town of Wasteward. All that remains of the elven settlement are the stumps of six ancient trees, hollowed-out and carved into what were once luxurious living quarters. These living quarters were repaired and a stone wall added around the exterior to form a fortified outer wall. The largest, central tree has been built upon to form the Keep itself. The keep is normally occupied by a small garrison of the governor's personal troops, and provides living quarters for the governor and other important local officials of the Empire. At times, the keep will also house heroes who have been asked by the Empire to help police the Waste, seeking out and destroying powerful aberrations.
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== Wasteward Taverns ==
  
  
  
 
Return to [[Telkarion]].
 
Return to [[Telkarion]].

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