Pouch of Holding | Greymouth | Bittermire Keep | The Merry Monk | Six Denizens of the Noble District

Pouch of Holding

Magic Item

This magic belt pouch appears to be nothing more than a common leather belt pouch, but it opens into an extra-dimensional space, and its inside is larger than its apparent dimensions.

A pouch of holding can hold up to 50 lbs. of gear, and it always weighs 5 lbs. regardless of how much gear it carries. Although it can hold far more than a normal belt pouch, its mouth is not elastic, and it cannot hold any item that would not fit in a normal pouch. If overloaded or sharp objects are placed within so as to pierce it, the pouch ruptures and its contents are lost forever in the vortices of the nilspace.

Greymouth

Coastal | Town

Greymouth clings to the very westernmost edge of the known world. Beyond lies the uncharted depths of the Bitter Sea. While the town is part of Westerland, and the crown maintains a presence here, a sense of the frontier hangs over the port. Abuzz with adventure, possibility and opportunity, Greymouth attracts many explorers and adventurers. In Greymouth, except in the depths of winter, visitors and transients normally far outnumber the residents, filling the town’s many inns and boarding houses to bursting.

Many ships make a final stop at Greymouth to top off their supplies, carry out vital repairs or to round out their complement before setting sail for points distant and unknown. Occasionally, ships of odd design and origin—visitors from distant realms—arrive at Greymouth bringing strange and exotic goods and outlandish stories of distant realms.

This snug coastal town, blessed with a sheltered, deep-water anchorage, clusters thickly along both banks of the wide and shallow River Grey where it empties into the sea. Boulders large and small riddle the Grey’s banks and course, and it is not navigable by ocean-going vessels. Long trails heading into the interior flank the river on both banks. It is along these that trade goods—primarily timber for Greymouth’s shipyards and victuals suitable for long journeys—flow.

The Merry Monk

Tavern | Urban

Dug into the side of a hill, this rough and rowdy tavern has the sign of a drunk monk clutching a bottle of wine hanging over the doors to both of its common rooms. The tavern’s lower common room is accessible via a stepped alleyway while its upper common room is accessible from the main street.

The lower common room is darker and dingier than the one above, and here the tavern’s coarser patrons gather to slake their thirst. While the customers in the room above listen to bards and other travelling performers, those below delight in more visceral entertainments—cock fights, rat racing, bare-knuckle fist fights and more. Here, certain other entertainments and diversions can also be had in the tavern’s back rooms.

Local legends disagree on the identity of the original merry monk. Certainly, the local churches disapprove of the tavern—seeing it as both disrespectful and a hive of debauchery and sin. Its owner, the sallow and portly Reko Auvo, is a divisive figure in the town. Some love him and the permissive atmosphere of the Merry Monk; others view him as a depraved pleasure seeker who profits from placing his customers’ immortal souls in peril.

Bittermire Keep

Ruin | Swamp | Wizard

Centuries ago, the feared warlock Loviisa Tapavaino built for herself a lonely fortress in the depths of the Salt Mire. There, far from prying, superstitious eyes, she carried out all manner of hideous and blasphemous experiments, summonings and bindings. The place quickly developed a fell and unwholesome reputation, and common folk eschewed the dismal surrounds.

The primitive lizardfolk of the Salt Mire took note, however, of the warlock’s hideous and unnatural doings. Whipped into a frenzy by their shaman, who sensed unnatural vibrations emanating from the fortress, they fell upon the place and, in one terrible night of orgiastic, atavistic violence, stormed the citadel and slew Loviisa and her servants.

None of the local peasants witnessed the warlock’s fall, and her fate remains a mystery; the surrounding rank marshland and the numerous dangers lurking therein conspire to keep all but the most stubborn visitors at bay.

The old, shattered keep stands upon a low, muddy island reached by a weed-choked causeway that wends its way through the mire.

Six Denizens of the Noble District

Six Things | NPCs | Urban

  1. Saara Otava (N female human) hurries to meet her client, a wealthy, married merchant who tires of his wife. She wears a dark-hued cowled cloak. Beautiful, and in a hurry, she comes across as arrogant but is—literally—running late. Saara has debts and desperately needs the fee from this assignation to meet them.

  2. Yrjö Talvikki (CN male human thief 3) sees himself as a lover not a fighter, when it comes to burglary and theft. Devastatingly charming, he ingratiates himself with a wealthy person before robbing them blind. Yrjö has an impressive tolerance for alcohol and often drinks his marks under the table before liberating them of their cumbersome wealth.

  3. Huaira Azakiarn (N female half-elf wizard 5) seeks lodgings for the night. A snob and self-proclaimed food expert, she will only stay and eat at the finest places. If the characters seem like the right sort, she asks them for their recommendations. If they seem to be rough and ready, she pointedly ignores them. Huaira is well-travelled and an engaging conversationalist—if the person is worth her time.

  4. Vilutar Pakkanen (LN female human) rides in an ornate open-topped carriage. Two servants and a bodyguard attend her. Vilutar is a wealthy merchant who owns several ocean-going vessels. Rich and powerful, she has many friends in the city and is often in need of trustworthy adventurers to guard her vessels on their many far-flung voyages. She is friendly but busy and does not suffer time-wasters or fools. She wears expensive, tasteful robes. (Vilutar Pakkanen appears in Wreck of the Sea Sprite.)

  5. Loviisa Repo (LE female human assassin 7) stalks her next victim. She is an assassin-for-hire and has been engaged to slay Vilutar Pakkanen (see above). A perceptive character may spot her paying intense attention to her victim and wonder why. Alternatively, Loviisa may think a character is onto her and take steps to preserve her cover.

  6. Albin Ilma (NG male human fighter 4) feels and looks out of place. A mighty warrior and stout drinking companion, Albin is out of his depth among the monied folk. Albin recently burgled a wizard’s tower and is enjoying the fruits of his labour. Tall, handsome and clad in little more than studded leather armour, he stands out from the crowd.


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