Cloak of Animated Defence | Kaniere Azamor | The Tangled Wood | The Guild Hall | Six Minor Slum Locations
Cloak of Animated Defence
Magic Item
The wearer of this magic cloak can change its colour and adornments at will. Most wearers—scions of noble houses, knights and other powerful adventurers— cause the cloak to display their personal sigil or house’s heraldic device. The cloak resists all stains and blemishes and repairs all minor tears and rips.
Its greatest power manifests during battle. Speaking its command word, the wearer can cause the cloak to billow, twist and writhe about their person, conferring a +2 bonus to AC. This benefit stacks with the protection provided by armour and shields and lasts for five rounds.
The cloak of animated defence has five charges, and every morning, it regains 1d4 charges. If the bearer expends the cloak’s last charge, they drain its defensive powers for seven days.
Kaniere Azamor
NPC | Wizard
Tall, dark, and teetering on the edge of destitution and ruin, the brilliant but mercurial wizard and alchemist Kaniere Azamor is always pursuing a grand plan or experiment designed to “change everything” or to “rewrite our understanding of reality”. His skill and intellect are prodigious but so is his need for gold.
To fully realise his dreams and potential, Kaniere needs a wealthy, visionary patron able to fund his research. To this end, he travels the realm, moving from place to place, presenting himself at the court of any lord wealthy enough for his needs. He has much to offer potential patrons: beyond his impressive mystical and alchemical abilities, he is a skilled engineer capable of building weapons of war and defences against such. He cares not what a patron does with his creations, as long as they fund his other works.
Kaniere is capable of great flattery and has a forceful, magnetic personality that can overwhelm those of weak minds and convictions. He is loud, brash and talkative. Folk emerging from a conversation with the man can feel intellectually and emotionally battered as if they had been in the grip of a great storm.
The Tangled Wood
Forest | The Lonely Coast
The Lonely Coast’s Tangled Wood is an ancient place. Sprawling for miles on end over a range of steep-sided, craggy hills, some parts of the forest have never known the tread of human feet.
Perpetual gloom shrouds the forest floor. Great thickets of brambles hinder exploration of the interior; these completely untouched portions of wilderness boast trees of great age and size. Mighty, centuries-old oaks, hornbeams and grey-brown elms grow in profusion, interspersed with box elder and holly and occasional stands of birch, pine and willow. Many small streams and brooks wind through the twilight murk beneath the forest’s near-impenetrable canopy of woven branches and boughs.
Wild pigs, boars, deer, bears, packs of wolves and the feared shadow wolves all haunt the wood, making hunting both dangerous and rewarding.
A race of humans—the “Old People”—once lived on the Lonely Coast. Scholars know these fallen folk as the Tuath—proud warriors who strove for centuries against the forest’s wicked goblins before being overwhelmed in blood and slaughter.
While the Tuath have been extinct for centuries, remnants of their civilisation linger under the forest’s twisted boughs. The ruins of the Old People—hidden beneath ten centuries of slow, inexorable growth, choked with bushes and ringed with near-impenetrable walls of thorn bushes—are scattered throughout the forest. Tree-shrouded burial mounds, stone circles dominated by ancient oaks, and time-worn hill forts all slumber in the forest’s perpetual twilight. The humanoids of the forest violently contest such places, seemingly drawn to them as a moth drawn to a flame.
See Also: Bleached Skull Gnolls
The Guild Hall
Guild | Inn | Urban
Part inn and part private club, the Guild Hall is open to all who can prove their membership of one of the Realm’s chartered guilds and closed to all others.
Newly built of dressed stone, this fine two-storey building is plushly appointed throughout. Within, all is tranquil; its interior is designed for the easy and successful completion of its members’ business. A secure storage vault, hidden in the building’s depths, is available to store visitors’ portable valuables. An attached dormitory hall, far more austere and plain than the main building, provides accommodation for visitors’ servants and guards.
The Master of the House, Sidrac Medwin, rules the Guild Hall on behalf of the crown and makes it his business to know all that transpires within its walls. He is a weaselly man, given to incessant questioning and eavesdropping on his guests. A canny diplomat and administrator, he possesses no practical skills beyond an uncanny ability to attract gold. Well-dressed and accustomed to the finer things in life, he is a snob and dislikes adventurers and their ilk; he rarely deals with such riff-raff, preferring to do business with the “right sort of person”. Sidrac is politely horrified when his guests invite adventurers into the Guild Hall to discuss business. During such meetings, he hovers nearby to make sure nothing gets misplaced, stolen or broken.
Six Minor Slum Locations
Six Things | Urban
The Dagger and Ferret: Dark, dingy and offering cheap, sordid entertainment, questionable food and watery drinks this dirty inn caters perfectly to the slum’s lowlife. Comprising a smoky taproom and a half-dozen filthy, draughty bedrooms, the Dagger and Ferret is a good place to hide from the watch. The owner—Serafia Janakka (CE female human thief 3)—is as trustworthy as a drunk, hungry squirrel.
Jumbles: Aptly named, Jumbles is a riot of disorganisation. This cramped shop extends over three floors of a tenement and exclusively stocks poor-quality items. Its proprietor—Kalle Rautia (N middle-aged male human)—accepts coin or barter. Kalle also does house clearances and asks no questions regarding the provenance of items arriving at his shop.
The Old Tower: A wizard once dwelt here, but he is long dead. Much of the tower is a ruin, but the ground and first floors remain intact. Now, the quasi-ruin is a gambling den and low-class tavern. The ruin’s ground floor is given over to hard drinking. Most nights, high-stakes games take place in the tower’s vaulted, double-height, brick-lined cellar. The few rooms on the first floor are available by the hour or night. The owner—Immo Paaso (LE male human wizard 6)—lives in and owns the adjacent ramshackle tenement.
The Coin and Rod: This pawnbroker preys on the desperate and near-destitute, offering paltry sums and high interest to his customers. The stout building is heavily fortified and under the thieves’ guild’s explicit protection. Several thugs normally loiter nearby to dissuade unhappy customers from causing trouble.
Ruined Tenement: Fire-scarred and dilapidated, this ramshackle tenement is abandoned—but soon a new landlord will take it over and perform minimal repairs.
The Bloody Tooth: Ostensibly an apothecary and surgery, like so many businesses in the slums, this place has a hidden side. Lotta Auvo (NE female human thief 5) is a skilled healer, but is also steeped in poison lore. A faded sign of a tooth crossed with a bloody knife hangs over the front door.
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