Theme - Falcon's Hollow

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Theme - Falcon's Hollow

Post by Vardaen » Mon Feb 08, 2010 9:03 pm

The town of Falcon's Hollow

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The small village of Falcon's Hollow is a wild place. Nestled in the shadow of Droskar's Crag, the people of Falcon's Hollow are hearty and stern. Theirs is a life of hardships, broken only occasionally by a handful of festivals and the infrequent merchant caravan. They face constant adversity from both the wilderness and the wiles of man. Wolves nip at their heels and cutpurses ply at their pockets. It is a testament to their strength that they even manage to survive at all.
Icaitan Pathfinder Chronicles
A rough community wholly owned by the local Lumber Consortium, Falcon's Hollow rests on the edge of Darkmoon Vale, a blunt, sawdust-choked stop on a winding trade route. Home to fewer than 1,500 humans and a smattering of other races, most of the townsfolk care only for the paltry coins paid for their backbreaking work and what simple comforts they can buy. A few, however, understand that what's bad for one is bad for all, and so the community thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance.

Falcon's Hollow
Town nonstandard (Lumber Consortium); Al NE
GP LIMIT 500 OFFSET 1 gp; Assets 40,550 gp
Demographics
Population 1,400
Type Isolated (human 97%, half-elf 1%, elf 1%, other 1% )
Authority Figures
Gavel Thuldrin Kreed, male human (Gavel of the Lumber Consortium),
Magistrate Vamros Harg, male (Magistrate-Elect),
Sheriff Deldrin Baleson, male halfelf (Sheriff of Darkmoon Vale),
Boss Payden "œPay day" Teedum, male human (Overboss of the Lumber Consortium).

Falcon's Hollow
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Falcon's Hollow 2
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KEY:
F2: Goose and Gander
F3: High Market
F4: Hollow Tribunal
F5: Jak'a'napes
F6: Low Market
F7: Darkmoon Lumber HQ
F8: To the Fair Grounds/Up River
F9: Roots and Remedies
F10: The Sitting Duck
F11: Chruch of the Farrelites
F12: Celevan's Rented Room
Darkmoon Vale
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Darkmoon Wood
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Last edited by Vardaen on Thu Dec 13, 2012 1:50 am, edited 6 times in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Theme - Falcon's Hollow

Post by Vardaen » Mon Feb 08, 2010 9:04 pm

Who's Who in Falcon's Hollow

Danric - The ferryman of Flacon's Hollow, he is a middle aged man who takes great pride in being the only ferry in town. He's also a touch greedy and always sees to the ferry personally. He is married to an average looking woman Lilianna, and has a 16 year old son Jacoby who is rather tall for his age and doesn't look much like dad. Some rumors persist that Jacoby isn't actually Danric's biological son.


Old Lady Blackstone - A town elder, she was living all alone since her husband and sons died in a cutyard accident a few years ago. The Lumber Consortium foreclosed on her home when she couldn't pay her rent, and she's been living in poverty and off the charity of the town (which isn't much) for years. She was the first victim of the Blackscour Taint.


Sheriff Deldrin Baleson - Deldrin used to be a poor lumberjack toiling in the cutyards under Gavel Thuldrin Kreed's oppressive thumb. One day he refused to pay an “axe tax” on a lumberaxe he had already bought and paid for. Boss Teedum tried to take Deldrin's axe, and the half-elf smashed Teedum's face with the flat of it. As one of the few locals to stand up to Teedum and Kreed, he was elected Sheriff the following week. Now he carries the same axe around on his shoulder to remind Kreed and Boss Teedum he is not afraid of them. Deldrin is tall for a half-elf, towering over most humans, and his well-muscled, imposing form is further enhanced by his sharp gold-flecked eyes.

Strong-willed and tough (both mentally and physically), Sheriff Baleson takes no guff from anyone, whether publicly drunken lumberjack or wrathful Lumber Consortium gavel. Multiple attempts by the consortium and its thugs to end his life have resulted only in numerous arrests and three dead thugs. On multiple occasions, the sheriff has humbly rebuked whispered hopes of him running for mayor, saying he'd rather serve as town sheriff to “a more fair-minded” mayor. 
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Boss Payden "Pay Day" Teedum - Payden, the pug-faced, mash-nosed human thug licking at Kreed's boots, has a big bone to pick with Deldrin. The only reason he hasn't tried to break the sheriff's neck is that Kreed fears turning Deldrin into a martyr for other Falconers to rally around. "Pay Day" gets his name from the way he doles out “dues” to anyone who fails to follow “Mista Kreed's “ commands fast enough.

Teedum's used to people taking his orders and can't treat anyone like an equal. Kreed is a god to him and everyone else is a dung beetle, there to be herded toward useful work or squashed under his boot. Payden's an ugly thug, with a bull neck, a huge round face, and a mashed-in nose courtesy of an axe handle wielded by Falcon's Hollow's Sherrif Baleson in a cutyard brawl. He's thick shouldered and stocky, yet he moves like a trained killer. He's overly fond of chewing blood-bark, and spits its crimson leavings all over the place.
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Laurel - Falcon's Hollow has few clerics, and since few townsfolk trust them, most lay their medical concerns at the feet of the local herbalist, a tough woman named Laurel (female human), whose income stems as much from her sale of snake oils and aphrodisiacs as from questionable cure-alls and bitter teas. As quick to suggest expensive remedies as she is to remind angry buyers that she is not, in fact, a physician, Laurel does her best to help those who come to her in need, but her tight income, need to survive, and pride prevent her from admitting failure.
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Milon Bartholomule Rodhham - Milon is one of the older woodsmen still working in Falcon's Hollow. He is known as a wise tracker, an accomplished explorer and a font of knowledge about the Darkmoon Wood. He was able to assist in locating places like the Elder Tree and Ulizima's Hut. He also has a thing for Dreams.
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Thuldrin Kreed - As the gavel (or local leader) of the Lumber Consortium, the cold and cruel Thuldrin Kreed exerts almost absolute control over Falcon's Hollow and its assets. Thus, he exerts almost absolute control over its people as well. Almost universally loathed by the town's residents, Kreed exults in his position and does as he pleases, whenever he pleases. His many cruel whims include murdering those who anger him (even in broad daylight in front of witnesses), public rape (he seems to particularly enjoy consummating marriages on behalf of outraged newlywed grooms), and random whippings on those who don't move aside fast enough (he usually carries a riding whip for just such a purpose). Thuldrin Kreed has actually mellowed somewhat in the past few years, occasionally restraining his mercurial malice. Despite his well-known evil ways, Kreed seems intent on caring for those victimized by bad luck (although those who fall victim to their own stupidity evoke no compassion from him). The sight of Kreed offering food or coin to a lumberjack injured in the line of duty (particularly those attacked by Darkmoon Wood's inhuman denizens) is not a rarity.
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Jurin Kreed - Son of the wealthiest, most powerful, and evilest man in Falcon's Hollow, Jurin Kreed is a boy of eleven torn between his family and friends. Jurin behaves insufferably, snarling at the other children and threatening to have his dad's bodyguards beat them if they don't do everything he says. People wonder why the other children don't simply avoid the spoiled bully. Jurin spends many hours at the Jabbs's house.
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Vren's Siblings - Not actually siblings of the dead rogue Vren, these kids grew up with Vren around the Burning Pit, and have always been considered sisters and brothers. Recently kidnapped by kobolds, they suffer at the reptilian creatures hands someplace below Droksar's Crucible.

Grunner and Nessa, twins, both are 12 years old. Nessa had some strange birthmarks on her skin, so she was considered a bad omen or even a deamon child by some. She is the leader of the pack and most like Vren. Gunner shows no such signs and is over protective of his sister, if a bit slow on the uptake.

Griet, a young girl of only 10, she is an everlasting source of optimism and jolliness.

Jak, the youngest of the group, this boy of 7 barely ever speaks. Raiders took his mother and his sister died as an infant.
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Edgrin Galesong
A chubby bard extraordinaire, is a member of the Gray Eagles, an adventuring troupe based in Falcon's Hollow who ventured into the vale a week ago seeking treasure. The Gray Eagles were swarmed by a large hunting party of kobolds. Most of Edgrin's companions were killed, but he was captured alive and dragged back as captives destined either for eating or sacrifice. Originally dejected by the death of his friends, Edgrin consigned himself to his fate, but when the children were hurled into the holding pen with him Edgrin grew determined to help them escape. The bard and Ellsbeth overwhelmed their guards with more than a little help from the courageous Nessa. As they sprinted for freedom, Gunner and Elsbeth were felled by paralytic-poison-coated spears, but the other children and Edgrin made it to level 1. They took a wrong turn, where Edgrin watched helplessly as the forge spurned there dragged little Jurin Kreed into the darkness. The escapees reversed direction but the kobolds, fast on their heels, caught up to them here in the Mess Hall. Edgrin and Nessa decided to make a stand and buy Jak and Greit time to escape. Now the overweight and short man and brave little girl fight for their lives against a band of evil kobolds in a pitched battle. Edgrin is a sweaty, moon-faced little man whose heart is as big as his stomach. His once debonair, brocaded, green-velvet doublet and silk leggings are torn and covered in grime, and his lute still hangs on a strap at his side although he splintered it on a kobold's skull in defense of the kids. Edgrin is all courage and spitfire, willing to die to save any of the children.
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Verrin Tieruk
He stands short and slender, with narrow shoulders and poor posture. Though he is a slim fellow his arms and back have wiry muscles from digging graves. His sloppily shaved face bears a few razor nicks in it. Heavy dark circles rim his dull gray eyes, which linger uncomfortably on whomever he encounters, as often as not staring at some part of the person's face rather than the eyes. Though he is not stupid, he often forgets the names of everyday objects (struggling to recall the name of the tool he uses to dig graves, for example), for which the people of Falcon's Hollow consider him a simpleton or halfwit. He serves as the groundskeeper of a paltry tract of rocky soil a few miles outside of town where the locals bury their dead. Over the years, his reputation as an overly eager scavenger has spread through the town, and though none have accused him of being a grave robber, they know better than to leave valuables on bodies he is to bury. He inherited the small cemetery from his greatgrandfather. Verrin lives alone in a small shack at the edge of the graveyard, and barely manages to survive off a small garden and the meager supplies he purchases on monthly trips to town. He travels about to various villages and forts in a mule-drawn wagon that reeks of death and cheap incense, and for the paltry sum of 1 sp each he carts off the dead and buries them miles away from civilization. This leaves him just enough money to cover his expenses, and on those occasions when he comes up short he simply borrows what he can from the corpses in his cart.
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Namdrin Quin
Former Carnival Master. Namdrin is a sinewy half-elf of corded muscle and bone, with a long face haunted by loss. His sunken eyes do not fix on any who attempt to speak with him, instead staring off into a distant and fading memory of the happiness that once touched his soul. In desperation, Namdrin struck a bargain with the cold rider, swearing to remain aloof of the fey's evil designs on his carnival's patrons in exchange for Tessa's release from the witch ice shard, her magical prison.
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Tessa Kelrand
"Namdrin Quinn should have amounted to nothing more than a rootless vagabond performer and sometime thief, no doubt destined for a young death and a shallow grave. But love intervened. When a constable named Tessa Kelrand caught the handsome young half-elf robbing a temple, she changed his life forever. Tessa tamed Namdrin first with her sword, then with her heart. She fell as hard as he after their first clash, and their scandalous affair blossomed into romance. Tessa turned in her badge, Namdrin abandoned his larcenous ways, and the two lovers became adventurers out to make their own fortunes. With Tessa at his side, Namdrin discovered hitherto untapped wells of courage and skill, and he quickly became an impressive swordsman.

The pair's travels soon brought them to the peril-fraught environs of Darkmoon Vale, where they wagered their lives on one harrowing adventure after another. After their first few journeys, they returned to the lumber boom town of Falcon's Hollow with sacks of dwarven gold and jewels pilfered from the crumbling strongholds riddling the looming mountain of Droskar's Crag.

Sadly, their success like their love was simply too good to last for long. On their return journey through the vale one cold morning in early spring, the dark fey of Darkmoon waylaid the young adventurers and captured Tessa's soul. And just like that, Namdrin's love, his life's redemption, his wife of six years, was simply gone, her body carried off into the darkness of the forest by a horrific shade. Quinn's heart shattered like a shard of brittle ice, and he returned to Falcon's Hollow a grim shadow of his former self. He put aside his famed swords and his enchanted crossbow and it seemed he would fade into ignominy. Fate, however, had other plans. Not long after his wife's death, a traveling carnival stopped in Falcon's Hollow. Driven by a compulsion he is only now beginning to understand, Namdrin joined the troupe of misfits and charlatans and brought a taste of real magic to their act. After only a few short months he ran the whole show, and over the following summer it grew from a mere sideshow into a dizzying array of color and sound."

Kabran Bloodeye - Kabran is a shortstatured half-orc with blood-red eyes. He lost his nose as punishment for numerous criminal activities in a large city far from the hollow. He wears a bronze nosepiece over the ugly crater left in the center of his face that whistles disturbingly as he breathes and leaks blood and mucus (which Kabran dabs away with a crimson handkerchief ). He runs the Rouge Lady.
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Adran - The man that runs The Black Dog Boarding house. He is a middle aged man, balding with a fondness for pipes and tobacco. He's put on a few pound lately, as he does well enough for himself with the boarding house.
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Vamros Harg (DEAD) - Vamros is the Magistrate of Falcon's Hollow. He's little more than a puppet for Kreed, paid off over and over again by the Gavel. Vamros is also very small, barely 4 feet tall. Locals call him a Half-Man, Halfling, Little Folk, behind his back. He's human, but certainly not a normal one. Since getting sick at the Carnival of Evil he hasn't been quite right in the head either.
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Sharvaros Vade - He is a middle aged man draped in a wizard robe like you might expect. He wears a wide belt with a few spell component pouches on it but otherwise isn't armed. He is the local wizard, and sells a few magical trinkets but mostly keeps to himself in his tower. He has a young son Savram who's been caught up in the various things about town.
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Kitani Eavewalker - Kimi's mother, a beautiful and charming raven-haired half-elf, very grateful for her daughter's life. (She's been flirting with Celevan) Killed in the Carnival of Tears fed to a machine in the Tent of Modern Wonders.

Kimi Eavewalker - Daughter of the famed elven ranger Idris and a beautiful seamstress named Kitani, Kimi has not seen her father in two years. The ranger is constantly away adventuring and tracking down relics for a mysterious patron. Kimi idolizes her dad and has grown into a fearless tomboy chomping at the bit to follow in her father’s adventurous footsteps as soon as she is old enough to wield a sword. Kimi is the protector of her band of friends, often scrapping with boys twice her age who try to bully the others. She usually wins these bouts, and many of the town’s children are afraid of her. She was suffering from the Blackscour Taint, but was healed by the group.
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Last edited by Vardaen on Fri Apr 10, 2015 7:39 pm, edited 14 times in total.
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Re: Theme - Falcon's Hollow

Post by Vardaen » Wed Feb 10, 2010 12:48 am

What's What in Falcon's Hollow

A blunt, sawdust-choked stop on a winding trade route, a festering haven of injustice and cruelty, Falcon's Hollow rests perilously close to the infamous Darkmoon Wood. The long shadow of Droskar's Crag casts a shroud of gloom on the desperate souls who call this place home. Many come here to make their fortune cutting darkwood lumber in the lush wood, while others journey to this remote fringe to start over, piecing together their shattered lives on the edge of an untouched wilderness far from the things of man. Persecuted zealots and outcasts flock to Falcon's Hollow to practice their strange and often deviant rites unfettered by the mores of civilization. Finally, Falcon's Hollow lures many explorers with the promise of great adventure nearby. The town, its people, and everything in it belong to the corrupt Lumber Consortium, controlled by the de facto leader of the town, the loathsome Thuldrin Kreed. His petty decrees and the consortium's overpriced goods keep the people of the town prisoner as surely as if Kreed and his goons used manacles and chains.

Home to fewer than 1,500 humans and a smattering of other races, most of the townsfolk care only for the paltry coins paid for their backbreaking work and what simple comforts they can buy. A few, however, understand that what's bad for one is bad for all, and they struggle endlessly with the Lumber Consortium to improve the lives of their neighbors' and by extension, themselves. The community thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance. As much property of the Lumber Consortium as the buildings, cut timbers, and other assets in the town, the people of Falcon's Hollow live in abject poverty and unending misery. Those born into Falcon's Hollow (or those foolish enough to move there willingly' or even unwillingly) face lives filled with anguish and devoid of hope or betterment.

Brookman's Well: A small spring on the edge of town that supplies most of Falcon's Hollow's fresh water. This was the source of the Blackscour Taint in Chapter 1.

Church of Farrel - With all the downtrodden to preach to in Falcon's Hollow, missionaries of Farrel's Zealots have established a foothold in town. Many other religious sects (none formally founded) who fled here to escape persecution resent Farrel's followers. Tensions run high between congregations, often resulting in less-than-holy brawls on the muddy thoroughfares. They can be found at times begging in the streets, or working at the church with their leader Vondrella.

Roots and Remedies - Falcon's Hollow has few clerics and since few townsfolk trust them, most lay their medical concerns at the feet of the local herbalist, a tough woman named Laurel (female human), whose income stems as much from her sale of snake oils and aphrodisiacs as from questionable cure-alls and bitter teas. As quick to suggest expensive remedies as she is to remind angry buyers that she is not, in fact, a physician, Laurel does her best to help those who come to her in need, but her tight income, need to survive, and pride prevent her from admitting failure.

The Sitting Duck - Located a little too close for many folks' comfort to the town palisade, the Duck is the local hot spot for adventurers, explorers, and other rapscallions looking for excitement. The tavern serves a potent local brew of fermented darkwood leaf that can floor an ogre in a few tankards. Raucous games of “knivesies” and “lefty-loosy” (two dangerous local recreational activities both with a high rate of maiming) often rage late into the night. Many adventurers share tales of Darkmoon Vale, Droskar's Crag, and other surrounding locations for the price of a mug of ale. Run by a married couple, Darius and Felecia Grindstone, who are an import from Icatia in the far south.

Goose-n-Gander - The local general store in Falcon's Hollow is run by the only dwarf resident, Brickasnurd Hildrinsocks, who sells everything from standard amenities such as grain, lamp oil, ink, and mining supplies, to such rare oddities as alchemist's fire, antitoxin, a petrified pseudodragon, and taxidermy nixies (all the rage this season).

High Market - With access restricted by Boss Teedum's most loyal 'boys' the High Market consistently serves only those with some amount of influence in the town (Thuldrin Kreed and his lackeys, Deldrin Baleson, Vamros Harg, and visiting Lumber Consortium bosses and managers). Kreed holds a lottery once per month to allow in nine lucky residents for up to 3 days. All residents who work for the Lumber Consortium (which is nearly everyone, but excludes such notables as Laurel, Namdrin Quinn, and Lady Cirthana) are automatically entered, as the drawing is done by employee number. The winning residents can bring along up to three family members. The High Market sells meats and vegetables without a hint of rot on them; nicely made clothes of materials other than canvas, cotton, and leather; spices (including a popular vendor who sells only salt); and various items that cost more than 10 gold coins.

Hollow Tribunal - This is where the diminutive Magistrate Vamros Harg dispenses merchant licenses, stamps mining and lumber claims, and passes judgment on criminal and civil cases. Harg is an attractive young man fond of finery whose romantic interests run toward his own gender. Most Falconers enjoy the irony of the Hollow Tribunal's name, since the justice meted out there is rarely equitable. The fact that Harg is firmly in Gavel Thuldrin's pocket is well known, but it is rarely uttered in public by those who value their lives. Thuldrin Kreed owns Vamros Harg and the man knows and hates it. Harg was a failed barrister in Icatia before coming to Falcon's Hollow. Kreed supported Harg and put him in power with the understanding that he could just as easily tear down the magistrate at the first sign of disobedience. Vamros doesn't dare oppose Kreed directly, but every chance he gets he nudges cases away from Kreed's greedy eye and tries to give people a fair shake.

Jak-a-Napes - This leaning ramshackle inn located next to the town's stables offers lodgings and food to the many travelers who pass through Falcon's Hollow. The owner, a rotund red-faced human named Jak Crimmy, with a single wisp of bright red hair on his otherwise bald head, is a retired bard who sports an easy smile. Jak's cinnamon crusted flapjacks are legendary in town, as is his skill at juggling frying pans and his astonishing marksmanship with a heavy crossbow (Jak is a man of many talents).

Low Market - Open to everyone in town, the Low Market sells the High Market's food leftovers (including meats and vegetables just starting to go bad), heavily salted meats, and other foodstuffs that barely survive their trip to the market. Nothing in the Low Market sells for more than a few gold, and almost everything is worth only coppers.

Lumber Consortium Headquarters - Once the most impressive building in Falcon's Hollow, Thuldrin Kreed has allowed the office to fall into disrepair, for the most part, while his own manor house continues to nearly shine in opulence. Kreed only uses this building to host important consortium guests and other official business he wishes to keep out of his private estate. Otherwise, this once-grand and bustling building usually remains empty.

Paper Mill - A smelly building full of vats and simple machines that convert wood refuse to pulp and pulp to paper.

The Rogue Lady - A burlesque and gambling hall that doubles as a brothel.

Vade's Tower - Little more than a two-story shack, this is the home of Sharvaros Vade, a sullen hermit and wizard, and his son.

Elara's Halfway House - Standing right on the edge of the woods on a small hill roughly 8 miles outside of town, this small orphanage recently fell to a fire, killing everyone inside, child and caregiver alike. Until the tragic fire razed it, the orphanage housed not only the lost children of Darkmoon Vale, but also those of refugees from surrounding villages attacked by Orcs hailing from the Atrowan Heights. Now, the superstitious people of Falcon's Hollow avoid the sad ruins, calling them haunted. Although no confirmation of actual haunting exists, people who get too close to the ruins occasionally vanish (most recently, five children).

Black Dog Boarding House - Its a simple boarding house for 'Jacks that come here and don't plan to stay long. They always end up staying long but that's business. Down the road the place is only a building or so away from where Celeven used to board. Its a long building with plenty of rooms. When you head inside the first thing you notice is the smell of the smoke.
Last edited by Vardaen on Thu Apr 16, 2015 5:54 pm, edited 5 times in total.
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Re: Theme - Falcon's Hollow

Post by Vardaen » Thu Mar 11, 2010 9:04 pm

Monsters and Creatures of the Darkmoon Wood

Keld Piskies
Keld Piskies are local fey that live in the Darkmoon Woods. They are generally peaceful creatuers. They have rainbow colored blood, and when killed their bodies turn into gnarled wood.

In appearance they look like old men with wrinkled faces, and are small in stature with red hair. They dress in the colours of the earth especially green, using natural materials such as moss, grass and lichen.

The piskies are seen as cheerful creatures with a prankish nature. They are said to be helpful but also mischievous, helping the elderly and infirm whilst sometimes leading the more able bodied traveller astray in the woods. Many childrens tales relate to travellers being led into the Cold Marrow to become hopelessly lost because of the Piskies.

In many ways the Piskies are similar to the Brownies being helpful but also mischievous in nature. Often places of ancient worship such as stone circles and barrows are avoided as piskie haunts.

There are many legends attached to the origin of the piskies (and other fairies). Some people see them as the souls of pagans who can not transcend to heaven, and they are also seen as the remnants of pagan spirits, banished with the coming of the Compact. In tradition they are doomed to shrink in size until they disappear.

Another theory suggested they are the souls of babies who have not been blessed int he traditons of the Order of Lietbur, a story championed by early clergymen to the area, and one which has often been used to explain fairy origins.

Also of note are plenty of dubious tales that say fairy blood can turn lead into gold. And plenty of greedy men in Falcon's Hollow that would try such a thing. You've also heard tell that their blood or bodies can be a curative for diseases. Neither of these rumors seem to hold much truth.
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Tatzlwyrms
A whelp race of dragonkind, tatzlwyrms lurk amid the deepest wilds of the natural world. Although they lack many of the qualities of true dragons' most notably wings and powerful breath weapons' their instinctual cunning and innate ferocity is not diminished by their size. Feral yet patient hunters, tatzlwyrms spend most of their time lying in wait for prey, uncaring of whether it takes the form of deer, wolves, or men.

Possessing the same hoarding compulsion as their better-known draconic cousins, tatzlywryms collect the remains of their hunts, the eldest accumulating morbid troves of bones and debris. Incidentally, heavily gnawed equipment and forgotten treasures often lie littered among these grim hoards, even although the dragonkin have no use for such wealth.

Innately stealthy and uncomfortable in open areas, tatzlwyrms are rarely seen, and in many regions are thought to be little more than local legends. As such, folkloric rumors persist of their weird abilities and common haunts, tales only verified when the foolish or unsuspecting intrude upon
these aloof creatures' far-flung lairs. It's not uncommon for the residents of isolated communities to attribute the disappearance of hunters or travelers to 'The tatzlwyrms getting'em.'

Several breeds of tatzlwyrms exist. The most-commonly encountered' although still quite rare variety lurks amid the tangled hearts of ancient forests, while more elusive wyrms purportedly dwell within mountain crags, treacherous shoals, and deep underground. Although seemingly not intelligent enough to discern the historic importance of such sites, tatzlwyrms are oddly attracted to natural places of great age and primeval strength. What connection these strange dragons might have to these locations, however, remains a mystery.

Real World Reference:
A creature of Austrian, Bavarian, and Swiss descent' related to the German lindwurm or Scandinavian linnorm'€"realworld Alpine legends describe the tatzlwyrm ('clawed worm' in German) as a giant salamander lacking rear legs and sometimes exhibiting a feline head. Widely believed in throughout the Middle Ages due to the proliferation of corroborating descriptions and, later, artistic depictions (though the verbal and illustrated reports hold little in common), even Marco Polo described the beast in the account of his travels, Il Milione. Although far less common than centuries ago, sightings of tatzlwyrms are still reported today.
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Kardoblag the Hill Giant
While chasing the kobolds that kidnapped Vren's siblings, the group rand afoul of a Hill Giant by the name of Kardoblag. The giant was clerly very drunk on Darkleave "Squeezings", and during a drunken fight with some ogres on the best way to cook dwarves he lost his weddings ring. The group avoided combat by assisting the giant in finding his ring who happily headed home to his wife.
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Last edited by Vardaen on Tue Dec 21, 2010 11:55 pm, edited 1 time in total.
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Re: Theme - Falcon's Hollow

Post by Vardaen » Thu Sep 23, 2010 12:00 am

Lumber Consortium

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A holdover from the days when Barduk existed, the Lumber Consortium has watched its fortunes and influence wane with the rise fall of Braduk. Although a mere shadow of what it was at its height, the Lumber Consortium nonetheless continues to exert incredible influence over certain regions and communities, particularly in the wild corners of the north. Nowhere is this continued power more obvious than in Darkmoon Vale, where the consortium's major tree-felling operation occurs. The consortium owns the entire town of Falcon's Hollow including, residents say, their very souls.

Management: No one man controls the consortium. A board of directors, all of whom share a controlling interest in the endeavor, oversees the operations of the collective, forming long-term and large-scale strategies and leaving the day-to-day operations to on-site foremen (known as gavels). The powerful and unscrupulous men who sit on the board of directors include lumber barons and timber magnates, all of whom made their fortunes on the backs of lumberjacks and at the expense of the forests. Never a group possessing high moral standards, members of the board have become increasingly sadistic and cruel as their power has eroded. Whispers tie a few of the directors to the mysteriously sinister Order of the Ebon Hand.

Two gavels' down from the heyday of the consortium's power, when more than a dozen of such men existed, maintain absolute control over the last of the consortium's holdings. In Darkmoon Vale, the gavel is Thuldrin Kreed, a hateful and hate-filled man whose sadistic and cruel ways keep the town pinned under his callused thumb. As a gavel, Thuldrin Kreed has absolute control over the consortium's presence in Darkmoon Vale, including its employees and hard assets. As long as he squeezes out a larger profit each year, Thuldrin Kreed can do no wrong in the eyes of the consortium (whose barristers have saved the gavel from the gallows on at least four occasions). With the passage of each year, though, it becomes ever more difficult for Kreed to increase his profits, resulting in ever-more horrific displays of exploitation and greed.

As a side-effect of his increasingly desperate need to turn a profit, Thuldrin Kreed keeps only one full-time underling: Payden Teedum. In addition to his loyal lackey, Kreed also keeps on retainer two other professionals who only infrequently work for him. One, a scribe named Weston, travels from Calbim for several days every few months in order to organize and update the operation's books. The other, a young woman named Jillia Apta, appears two or three times a year to clean and organize both the consortium office and Kreed's own house (usually just a few days before an inspection or visit from one of the consortium's directors).

Despite his incorrigibly evil ways, Thuldrin Kreed actually represents an improvement in Falcon's Hollow. His predecessor, a Lumber Consortium gavel named Kaxel Thaulrose, exalted in the town's anguish and took greater pains in squeezing from the town and lumberjacks everything they had'€"body, soul, and mind. People who lived in Falcon's Hollow under Thaulrose do not exactly praise Kreed's less evil ways, but they do remind younger residents, 'œIt could be worse.'

Business: The Lumber Consortium retains a monopoly over darkwood and other hardwoods feeding into Calabim and Icatia, and it is thanks only to this absolute control that it has managed to survive. Within Darkmoon Vale, the Lumber Consortium controls most of the cutyards in and around Darkmoon Wood. Independent cutyards are allowed only to fell alder, pine, and other softwoods, and any darkwood or other hardwood trees they bring down are, by law, to be sold to the consortium for a fraction of the timber's value. Those lumberjacks who refuse to affiliate with the consortium (and agree to its horrendously exploitative labor and pay practices) are often muscled out of business or simply disappear, even if they cooperate with the consortium and only harvest softwoods.

Employees: In Darkmoon Vale alone, the consortium employs 300 lumberjacks and 140 "security guards'' at best mercenaries and at worst hardened criminals given an air of legitimacy. These security guards do actually protect the lumberjacks from wolves and other predators in around Darkmoon Wood, but that is hardly their primary purpose. Mostly, the security guards exist to put pressure on independent lumberjacks (often attempting to 'persuade' those who don't work with or for the consortium to change their minds). The guards also ensure that independent lumberjacks only harvest softwoods or turn over any hardwoods they fell. Although the Lumber Consortium vigorously defends its security guards and claims they operate within the bounds of the law, however, on multiple occasions, people have uncovered dead independent lumberjacks obviously cut down by human weapons. Few have ever found proof that ties the Lumber consortium to these mysterious deaths, but most people in the vale suspect the 'security guard' thugs are behind the murders.

Lumberjacks affiliated with the consortium work 12-hour days, 5 days a week, plus a shorter 6-hour day on Starday. They rest on Sunday, and many spend most of that day sleeping. For their labors, lumberjacks receive 2 silvers per week. The consortium does provide bonuses (of up to 5 silver), delivered on each solstice. Lumberjacks injured by accident (when they are at fault) and who cannot work can expect almost no support from the consortium, and most starve to death when their food runs out. On the other hand, lumberjacks attacked by fey or other local menaces and those harmed by accidents caused by others receive pensions and the best care the consortium can afford. Most employees of the forges in Calabim are lumberjacks recovering from injuries or wounds. For this reason, many lumberjacks secretly hope to be attacked while at work, provoking fey and wild beasts they find. The consortium buries more than two dozen lumberjacks and transfers another dozen or so to other jobs every year.

Conditions for other consortium laborers, while onerous, are much better than those of lumberjacks. Forge workers, for example, can expect to make 4 silvers per week, with solstice bonuses up to 1 gold.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Vardaen
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Re: Theme - Falcon's Hollow

Post by Vardaen » Tue Nov 15, 2011 2:39 am

The Truescale Kobolds

Living in the undertunnels of Droskar's Crucible, the Truescale Kobolds have nearly been wiped out for their role in abducing the children. The group allowed a few to live, including Kerrdemak the new Shaman-King of the tribe who, along with his loyal followers, staged a coup on the king Merlokrep. Kibbo and Jarrdreg, former slaves, along with the old queen Vreggma are among those left.
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A choker, who did battle with the kobolds, also is known to skill hunt the tunnels. He was healed by the group and is a potential ally.
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Monsters

Discovered in the tunnels under Droskar's Crucible

Forge Spurned
The choking odor of smelted steel tinged with burnt hair and flesh wafts on a foul wind. The jangling of heavy chains echoes ominously. A hulking dwarf wrapped in heavy steel links approaches. Its face, hands, and body are riddled with glowing hot hooks and half-melted razor wire. Black smoke rises from its smoldering beard, framing its freakishly contorted face in ashy darkness. The tormented thing hefts a black iron hammer and as it charges the chains draping its form spring to life like metal serpents.

When a dwarven worshiper of Droskar perishes, he is brought before his divine lord and judged. If the Master of the Dark Furnace finds him unworthy he is pierced with burning barbs and returned to the world as an undead terror on an accursed errand to gather souls for Droskar's Furnace. The penance varies depending on how displeased the master is with his subject. Lesser offenders need only capture ten or twenty souls to appease Droskar. Others are condemned to spend several lifetimes gathering hundreds of souls to earn a reprieve from their fiery torment. Most of these accursed cast offs are dwarven smiths, warriors, or clanlords who failed to please the Master of the Dark Furnace in life. They are consumed with their need to forge their soul chains and prey upon any creature they feel they can easily best. If a forge spurned is felled and its chain taken by another, it seethes in dark fury. A forge spurned stops at nothing to retrieve its chain, lest it be forced to forge another, extending its period of burning torment.

Forge spurned often haunt their former homes, skulking in darkened dwarven halls or among the ruins of their people's past glory. They prefer to remain below the earth where their malevolent soul forging goes unnoticed by others. Forge spurned often lair near magma vents, lakes of lava, or other hot environs that facilitate their sinister toil.
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Slurk
The splosh of thick liquid heralds this disgusting creature's sloppy approach. This oozy abomination resembles a pale, slime-slick toad, its back dripping thick mucus-like secretions as it effortlessly hops back and forth, spattering secretions as it comes. The creature's huge walrus-like tusks drag along the ground.

Long ago, dwarves dragged giant forest toads beneath the earth and altered their physiology with powerful magic in hopes of creating perfect underground beasts of burden and mounts. The slurk is the disgusting result of their aborted efforts. The creature's unappealing slime and foul-smelling reek caused the dwarves to drive them deeper below the ground, out of sight. Kobolds, on the other hand, are less selective and find the slurks to be useful pets. Slurks lair underground in damp caverns where fungus and lichens (their food of choice) grow.
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Theme - Falcon's Hollow

Post by Vardaen » Wed May 11, 2016 2:37 pm

Stormy Pearl Madison

It didn't take too long to replace Payday after his death. Pearl is the new Payday, the Boss for Kreed and the Lumber Consortium. She's small, petite and missing a few teeth. She carries herself in a way that suggests she knows how to use the daggers at her side. Once she worked as Kreeds bodyguard, mostly as a manner guard, but was recently promoted to his Boss to replace Teedum.

Just as mean, twice as cunning as Payday, but at least she's nicer to look at.
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Vardaen
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Re: Theme - Falcon's Hollow

Post by Vardaen » Thu Aug 25, 2016 5:22 pm

Fannar Winterson - Cleric of Mulcarn

Fannar is the man that came from the north, from the Illians to complete the deal that was made with the Winter Seer. He has taken up residence in the Church of Mulcarn, built by the people of Falcon's Hollow.

Striding into town, with a bright smile, and flowing blond hair comes a young man of handsome features. He looks strong and bold, like an adventurer you'd want to join your company. The women, old and young alike comment on his good looks, or give one another knowing glances with giggles. He wears a fine breastplate, with yeti fur pauldrons on his shoulders and yeti fur boots cap his feet. He strides forward unaffected by the cold weather or the snow and ice underfoot. In one hand he holds a tall scepter, a rod topped with twisting gold and silver, with two bright icicles that crown its top. He bears no outward designs of the Winter God, only vague patterns of ice and snow. At his side strides a great white winter wolf with piercing blue eyes. Aela sits up and takes notice, for the great beast is as fine a creature as you might hope to see. The wolf trots behind him tongue out, glances side to side and sniffing the road as it goes. It never once growls, or snarls, or makes any threatening move against those who have now lined the streets to watch the cleric's arrival.
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Mjallhvít - Great Winter Wolf
This great wolf is Fannar's companion and friend.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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