Lost City of Barakus.

Game Master CrazyYodler

Endholm - City and Region Information
Drawn Map of Endholm
Map of the Area Around Endholm
Map of Endholm (Not Drawn)
Current Battle Map


Being located a the intersection of the two major traderoutes and the mouth of the Gaelon River has made Endhome the trading capital of the continent , This independent city-state boasts a well-trained and highly disciplined guard that keeps the streets safe and hospital for its many wealthy and influential visitors. There is wilderness abound surrounding the town and unknown secrets that have either been discovered and forgotten or never found at all. What has brought you to this town?

Expectations:

This area will entail expectiations of both myself (the GM) and the players (you lovely lot). This is something that I do with all my groups, which of late have been mainly face to face encounters.

GM: I will do my best to be attentive and responsive to your needs, this is not always clear to me and would love to have feedback if you have any concerns that need to be taken care of. I am not perfect and strive to provide the best experience for everyone here.

I am looking to complete this adventure and have the possibility of projecting it further (where ever that may take us (ie. SLumbering Tsar or any other terrible things that we can thing of.)

The adventure itself is open as a cave, anywhere you want to go any lead you want to pursue is yours. I will strive to make each and every journey unique and enjoyable for everyone.

Player Expectations: If selected, players should be able to post at least once a day during the week and at least once on the weekends. I understand real life can get in the way sometimes and is definitely first priority, but if you don’t think you can consistently post once a day during the week and once on the weekends, then please do not apply.

I also want players to actively engage in the story. I, as the GM, should not be the only one pushing the story along. I’m sure there will be times when I have to push everyone along, but I would much prefer for players to take the initiative in moving the story forward.

I want everyone to assist with keeping track of the loot. There are several different systems to keep track of throughout the Adventure Path and loot seems like the kind of thing players should be taking a personal interest in anyway. We’ll be using Google slides for this, as well as for maps, and general game information.

Consistency: Communication is key, if you have real life or other issues that will effect your posting, let us know in the discussion thread, this will be an opportune time to either DMPC the character or let the story flow on naturally and have them pick up later.

Players missing for an unannounced time of more than 7 days will be looked to be replaced.

Combat and Formatting:

The following PC rolls will always be made by me to keep things moving:

  • 1. Initiative
  • 2. Perception
  • 3. Sense motive
  • 4. Saving throws
  • 5. Group diplomacy*

Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.

We will be using an iteration of google (Slides/Draw) for combat maps, please describe your movement rather than saying you move from "here to here". I would love to have your movement also apply to your overall RP in the world we are creating.

"OOC" to be used for metagaming terms (ie. Move, Action, Swift Action.) as well as post related questions (ie. Can I move here without provoking an AoO?)

"Bold" Letters to be used for speech.

Please try to stay in Third Person Limited

Character Creation:

Starting Level: 1

Starting Wealth: CLass Average

Alignment: Any non-evil

Races: Published Races. I’m willing to consider other races, but would need a suitable background.

Classes: Anything published by Paizo.

Ability Scores: 4d6 Drop lowest. Keep your array or reroll. You only get one reroll. Choose wisely.

Hit Points: Max at first level, roll or average + 1 on your next level up.

Traits: Have up to two traits, please have them accurately tie into your character.

Background Skills: 2 per level.

Experience Will Track experiece for you and let you know when to level up.

Background:

This is really up to you, let me become invested in your character. I would love to be able to grasp your concept in as many words as you deep necessary. Any type of media is accepted to allow me to be able to better understand your character.

Endholm - City and Region Information
Drawn Map of Endholm
Map of the Area Around Endholm
Map of Endholm (Not Drawn)
Current Battle Map

Introduction:

“Good day, sirs and ladies. You look as though you may be new to Endhome. My name is Corlius and for a few small coins I can guide you to a good inn, to the Wizards’ Academy, or any place else you need to go.”

In front of you stands a boy of about nine or ten years, barefoot but cleaner than most. Furthermore, he is in front of you politely getting your attention rather than behind you picking your pocket. Perhaps having a local guide would be useful today, even if it is just a boy. You exchange glances with your companions. It is not that none of you have ever been in a city before, but Endhome is large and inns not exactly in evidence here by the gate. You’d rather not have to search the whole city for one before the dinner hour.

“Alright lad,” one of them says gruffly. “What inn would you recommend for us, and how far away is it?”

The boy looks at your group appraisingly. “I’d say the King’s Road Inn would be the likeliest place for ones such as yourselves. You’re obviously not merchants, and I’d say you’re looking for more in life than just a caravan to guard. On the other hand, you don’t look like ones who want to squander your gold just for a showy dinner or a bed with elegant curtains. King’s has tasty food, even if it’s not fancy, and decent rooms for a reasonable price. Not only that but it is frequented by folks with adventurous spirits, like you, so you can share news and exchange tales. Shall I guide you to the King’s Road Inn?”

“What’s in it for you, boy?” you ask. “How much does the inn give you to throw business its way?”

The boy grins at your canny question. “I may get a little from the inn, ’tis true, but no coin. I usually get a berry tart for my troubles, and sometimes a bit of leftover meat or a piece of cheese to take home to my mam. I wouldn’t steer you wrong, though. I aim to be a famous guide of travelers when I grow up, and I want folk to say that Corlius knows whereof he speaks. A man is never too young to guard his reputation,” he finishes seriously.

You glance at your companions and see them hide grins, but also nod. “Lead on, then, lad. And let’s have a bit of a tour of the city while you’re at it. You can get in some ‘famous guide’ practice.”

“Very well then, gentlefolk, just follow me!” The boy proudly starts off, giving his explanations in a raised voice that carries well, and now and then showing an excellent ability to also walk backward without tripping over any of the hazards common to a city street.

Into the City

“The South Gate here comes into Endhome from the Soldier’s Road, which as you know runs along the coast of the Sinnar Ocean. Going north out of Endhome the road is called Trader’s Way, but it’s the same road. Going through the city it is called Wayfarer’s Way, and it goes back and forth a bit to take in some of the sights. Crossing this road in the middle of the city is the King’s Road which stretches from Endhome by the sea far to the west. The King’s Road Inn is just outside the West Gate, along that highway.”

Before he can continue, one of your group comes to a sudden stop and interrupts. “Outside the gate? We just came in. Why would we want to stay somewhere outside the gate?”

“Well, King’s is a great place to meet people with stories to tell, ones who have exciting adventures. You can also find people who know the area around Endhome but don’t necessarily like to stay in the middle of a big city. Not only that, but since it’s outside of town, things can get a little rowdy without the watch being called. Most consider that an advantage.” The boy winks. “I’ll show you around and if you see someplace you like better, you can just stay there.”

Shrugging, you all pick up the pace again. Corlius takes a quick look around and then continues.

“This part of town is really the worst to see first; the north and west look much better. They say crime is really bad around here, and a lot of poor people live in this area. They have someone new to help them, though; a new priest at the Temple of Solanus. You can just see the temple past the other buildings there.” The boy gestures to the east, but down the alley all you see in a simple stone building, perhaps a little taller than the ones around it but not up to what you usually expect from a temple. “Father Beamus is really good and tries to do a lot for the people around here. Further along to the northeast is the Temple of Jamboor and the priestess there, Elan Kanto, has been taking in some folks without any homes but one temple can’t care for all of them so it’s a good thing Father Beamus is here.”

Areas of the City:

The Barracks
The city of Endholm is a self contained city state, independent of any country and completely content on dealing with it's own issues. This does require them to have a decent contingent of guards that are stationed here. Surrounded by a separate wall within the city it houses several thousand guards along with plenty of horses.

Endholm doesn't have allegiance with Bard's gate officially but they do have agreements in place to act in the need of overall safety in times of need for the safety of its citizens and surrounding inhabitants.

Bazaar

The plaza is packed with vendors—small merchants, peddlers with push carts, farmers with collapsible stands—all selling their wares. The hawkers call out, raising their voices to be heard over each other and holding out their wares at anyone who passes nearby. Smells of cooking food mingle with those of flowers and live animals. The noise level is high and the whole scene chaotic, but buyers and sellers are still managing to do business together. You see a patrol of guards pass by, keeping a close eye on everyone involved. Around the open-air center of the bazaar are rows of tiny permanent shops, selling everything from jewelry and ribbons to clothing to weapons. You also notice pawnshops dotting the area, which could be useful if you ever have any goods you wish to sell.

A number of shops and stalls have a poster prominently displayed. It is a “Wanted” notice for something called the “Green Tree Bandits” and offering a reward.

The Noble's District
A small area within the city of Endholm, a gated community that provides the housing and estates for the cities senators and council members, including the current governor of Endholm Ranon Pool.

The Trading District
An area across from the Nobles District across the Gaelon River. The most prevalent building here is the Black Sheep Inn, as well as several warehouses and temporary stalls. This is an area that a lot of merchants frequent to quickly sell their goods while travelling along the King's Road, or coming into port. Not as bustling as the Bazaar, but an important hub none the less because of it's numerous storage warehouses along both the king's Road and the Gaelon River.

Outside the West Gate

More than just the King's Inn, this area also includes the "Shannty Town", an area of impromptu shelters build from scraps or wood from the forest. Frequenting this area are the likes of beggars, Along the river it self there are small groups of hovels that are more small fishing communities than any thing else, too small to even have a name if even big enough to warrant one. At least you know that the local fish is to be amazingly fresh.

King's Road Inn
Outside the City itself, very reasonable prices and rooms a plenty. Average rate for a room runs at 8 silver per day, plus 3 more for included meals. This Inn is frequented by a broad range of individuals, making it a great resource for information.

Places to Shop:

Albin’s Armory

Armor and weapons are crafted and sold here. Given the number of soldiers in the city’s guard, there are of course other armorers and weaponsmiths and some of them are even very good, but Albin’s is the place to go to purchase a variety of arms in one location. In addition to the masterwork weapons produced by Master Albin himself, the shop occasionally crafts (or acquires) a magical weapon. People who can show they have the gold for expensive things can request to be shown whatever special items Master Albin might have on hand. Albin may also be interested in purchasing magical or unique weapons that he speculates he could resell, but only for a fraction of their value.

Berwin Chandlery

The Berwin family has been selling candles in Endhome for four generations now. They sell everything from expensive colored candles to the simplest dipped tallow candles, along with other related products such as soaps, both plain and scented. They even make the tall pillar candles the temples commonly use in their rituals. Hugo and Syltrid Berwin have increased the size of the family’s business and added a cart for selling small items in the Bazaar. Two years ago their son Jerneth married Katessa Oledar and with her knowledge of scents and oils the shop now carries various grades of lamp oil, oils for leather, luxurious scented bath oils, and a few types of incense.

Blacky’s Berth

“Blacky” Breen is a broad-shouldered blacksmith with strong arms and the leathery skin of a man who spent years in the sun. A former sailor, he took to his current profession of smithing after an unfortunate incident with a shark left him without one of his sea legs. (He earned his nickname for the color of his hair, but it is doubly apt now.) Rather than a peg, he uses a thick length of wood shod with iron, to give him better support for his work. Blacky makes nails and tools and does decorative iron work. He also has a painted sign that reads, “Any hooved animal shod.” Just above it hangs a silvered shoe that matches a set he made a few years ago for a unicorn.

The Bounding Main Shipbuilders

On the docks of Endhome, The Bounding Main is the largest shipbuilding company. They specialize in ocean-going merchant vessels, but do sometimes build private ships. They very seldom do riverboats, however, generally considering barge-making to be no challenge whatsoever. The proprietor, Edrik Kelvie, pushes his workers to achieve better quality and faster work and rewards them with personal praise and recognition as well as monetary compensation. The Bounding Main uses some magic in their work, almost the only shipbuilding company in the city to do so. Among other things, if a customer needs a ship in a hurry and is willing to pay for it, Kelvie will set up everburning torches around the dry dock at night and have his crew work around the clock to get the job done.

Creations by Madame Jacquezel

The owner of this shop is a tall woman who dresses her hair in elaborate styles and always wears an elegant dress of her own creation. Her assistants are polite and calming, a good complement to the excitable proprietor. Madame would like to make most of her money creating amazing dresses for the wealthy of the city but knows there is not enough call for those to keep her shop busy. She actually works most with busy merchants who have no time to make their own clothing, or travelers who need something new while far from home. Madame Jacquezel also has no objection to taking orders for such things as plain cloaks because even though they offer little scope for her creativity, they keep her assistants busy and bring in coin to pay the bills.

Endhome Animal Care and Training

Most people refer to this as the “Endhome Stables,” and indeed stabling horses is one of its services. Natanah Haan and her crew provide much more, however. Haan is an expert trainer of animals of many types, as well as being versed in the medical needs of horses and (to a lesser extent) other animals. Her assistants are less experienced but are skilled in the basics of both fields. The establishment has only a small outer yard, but does have a large riding ring inside which is used to exercise the animals and for training. In addition to the regular stalls, the building includes a few large boxes which are sometimes used for mares giving birth, but once housed a giant boar which was the mount of a paladin from a distant forest.

The Endhome Oven

This large bakery makes mass quantities of bread, rolls, and sweets, which are sold mostly at booths in the Bazaar but also from their own shop at the front of the bakery. Master Baker Aidra Kingfisher also makes bread sculptures, elaborate cakes, and subtleties for feasts, for the customer who is not wealthy enough to have a baker on staff but is otherwise able to employ the best. Her most talked-about creation was an eight-foot-long bread sculpture representing a complex scene from a stag hunt.

Gaelon Valley Wine Consortium

Three local wineries have opened a shared shop, to make their wares available in the city at any time. Common bottles are available behind the counter of the showroom; more select vintages are shown and sold by appointment in one of the two small rooms at the back of the shop. A cellar below the shop keeps the better vintages at the right temperature. (It is reached by a ladder in the larger of the two back rooms, with a hidden dumbwaiter to haul up the wine.) The sales representative, Canette Quinshall, is an expert on wine in general and Gaelon Valley wines in particular; she can almost always pinpoint an excellent wine for whatever a customer needs.

The House of Strings

This small shop sells stringed instruments of every kind. Its proprietor, Jessanie Sondgren, works with several skilled craftsmen in the area to sell their wares while they concentrate on crafting. She also buys some instruments from traders. She will take orders for specific items, but they are tentative until she confirms the order with the appropriate instrument maker. Jessanie herself can string and tune the instruments and even replace their pegs, but cannot repair damaged items. She is, however, a skilled musician on all the stringed instruments and can demonstrate and instruct on any instrument in her shop.

Jerneth’s Wheeled Transport

Elsmary Jerneth runs this busy establishment for building carts and wagons and also making and repairing wheels. She employs masters in the various crafts (carpenters, wheelwrights, and so on) but has enough knowledge to lend a hand almost anywhere. However, her greatest skill is organization: keeping the many supplies and orders moving in and out of the yard, and everyone busy and paid. Her various masters want the company to start making carriages as well, though that would require branching out in several different ways. The carriage which Governor Ranlan Pool uses on important occasions is getting worn and needs to be changed, so Jerneth is considering a proposal for her yard to craft its replacement. She anticipates other nobles would desire one then, giving the company plenty of new business.

Louthan’s Leather Outfitters

Leather clothing and most types of gear can be found here. It is possible to buy plain items (particularly common items such as straps or bags) but most items are decoratively worked. Louthan and his assistants emphasize themes related to nature, so stylized plants and flowers, clouds, and ocean waves frequently appear on their pieces; other patterns can of course be special ordered. Rumor has it that Louthan was at one time a powerful wizard but lost his magical abilities to some strange foe deep in a cavern. His work with leather is supposedly just a way for him to keep busy. (If asked, all Louthan will say is that he doesn’t talk about it.)

Milvester Adwell, Tailor of Note

The tailor is a short, wizened old man whose face reminds you of a pale raisin. He keeps a stool handy for measuring his taller customers, and has an assistant to help with particularly wide shoulders. Master Adwell also mumbles to himself slightly as he works and tends to be dictatorial on questions of fabrics and styles for particular uses. However, the garments his shop turns out are fabulous: they fit well, are comfortable for any type of movement, are of the highest-quality workmanship, and generally make their wearers look good. He is much in demand among the wealthy of Endhome, but has been known to refuse to serve people who annoy him or take one project ahead of another simply because he likes a man’s look.

Mother Gretsy’s Herbs & Simples

Common herbs of every kind can be found here, as well as exotic plant material from distant places. The proprietor is always happy to offer advice on the curative powers of many of her products, as well as their culinary uses. Mother Gretsy dresses plainly and seems to be an ordinary herb-woman, but she studied Herbalism in the Potions Craft Hall at the Arcane Spire in far-off Reme. This occasionally puts her in conflict with the Wizard’s Academy, as some of the ingredients and techniques she recommends are very different from what they use.

The Opulent Owl Whitesmiths

A sign of an owl wearing a jeweled chain around its fluffy neck hangs over this jewelers’ shop run by a trio of women. Josenna Timston does the gold work, dark-skinned Sumeste Malawin works with silver, and whiteblonde Lodia Andson cuts and sets gemstones. Probably only in Endhome could the three have ever met, but their partnership has flourished. They produce common rings, necklaces, armbands, and more, but coming from three different cultural backgrounds they also craft original pieces which are inspired by or mix the various cultures. They are always pleased to see unusual or antique items of jewelry which may give even more ideas for their creations.

Penprie Papers

This shop sells paper of many types and sizes, and even the occasional roll of parchment. The paper is made on site, carefully supervised by the proprietor, Michnald Rusmond. He personally oversees any unusual batches (dyed, uncommon inclusions, etc.) as well as special orders. In fact, he steps in any time his assistants might have a little difficulty. Consequently, he works early and late preparing the various products he sells. In addition Rusmond offers bookbinding services to people who want to protect their important writings. He allows his assistants to help with only the most basic steps of that process, doing most of it himself. Rusmond is a master at his craft, but his insistence on doing nearly everything himself means he has little time to practice the finer points of his art.

Rugan’s Shop of Holding

This shop truly holds a lot of stuff, most of it very forgettable. There are no top-value items among the dusty collections on these shelves. Rugan himself is nearly forgettable, with gray clothing to match his short graying hair and pale gray eyes. He seldom makes sales, which raises the question of how he manages to stay in business. The answer is a small sign: “We buy or sell anything.” He prides himself on being able to get nearly anything for anyone while being totally incurious about why it is wanted, and he charges for the service. In addition, although he may pay only a few coppers he will buy almost anything without asking about its origins. This amoral, tight-lipped attitude has earned the trust of many people, most not involved in legitimate professions.

Seafoam Boots

The sign over this door shows a pair of boots striding over foamy waves. Inside, the room is draped in gauzy fabric and the fragrance of incense mixes with the smell of leather. A tall workbench holds cobbler’s tools, and in the center of the room is a carved wooden chair with a measuring guide positioned carefully on the floor in front of it. The owner of this unusual establishment is Eaduin, an elf who came to Endhome to try some human activities. He is currently making boots to pass his time, and prefers to craft unusual or challenging footwear rather than something any human cobbler could easily do. Eaduin specializes in high boots such as the thigh-high boots some adventurous ladies order. He also makes elaborate shoes with high heels and brags about a pair of men’s shoes he once made of blue leather with crystal heels.

Supplies for the Road

Brandlin Denby provides supplies for caravans and general travel, and is often called upon for special equipment for more adventuresome travelers. Pale, balding, and soft-spoken, with a perpetual cough, he may not look like the average person’s idea of a consultant to daring adventurers. However, Denby collects every tale of every amazing exploit – as long as it involves equipment. When not otherwise occupied, his sharp mind is busy imagining how better or different equipment could have improved a situation. He knows where to get almost any type of item desired, and has a knack for putting together substitutes from common pieces when necessary. He sometimes wishes he was brave and healthy and could go see the things he only hears about, but then someone arrives with another challenge for his equipment.

Wild William’s Pawn and Magic Shop

Old Will (as most call him) stocks his crowded store with all kinds of strange stuff; Will himself hardly knows what most of it is. He will buy almost any unusual item (shark’s teeth, broken music boxes, curious carved sticks, and more) though word is he doesn’t pay much for anything. There is always the chance that Will has some treasures among his collection of oddities. The most frequently heard statement in his shop is, “I don’t know what it does, but the person who sold it to me swore it was magical.”

Wooden Specialties

James Carver is a master woodworker who wants to do grand artistic works but instead supervises a shop full of assistants making furniture and household items. Rather than carving his initials on a piece to show its maker, he uses a mark of a stylized dragon. In fact, he is very fond of dragons and frequently works tiny hidden ones into carvings for customers. A large section of wood in the corner of his workroom is supposed to become a ferocious dragon to be a figurehead on a ship Paying jobs have kept him so busy, however, that he has barely started. Carver has a large supply of a reddish stain that he bought years ago and is still trying to use up, so any item not otherwise specified will be stained the same reddish color.

People to know:

Barnky

Innkeeper of the King’s Road Inn, he also tends the bar and keeps the rowdies in hand. Fights do break out in the dining room once in a while, but between the threat of injuries from the cudgel he keeps behind the bar and his absolute refusal to let instigators return to the inn, folks generally settle their differences outside. Barnky is full of information about Endhome and its environs.

Bondhome, Bragger

The only demi-human in a position of authority in Endhome, the dwarf has been Captain of the city guard for the past 20 years. His beard is always neat and his armor in good repair. He is used to giving orders and his booming baritone voice makes it easier for him.

Cain, Father Beamus

Priest at the Temple of Solanus, who came to Endhome only recently. He works tirelessly on behalf of the poor of the city, tending the sick, feeding the hungry, counseling those who need help, and holding three services a week. He is said to live simply in a small room inside the temple.

Gaspar, Amelia

Part of the wealthy Gaspar family, which is one of the oldest in Endhome. In addition to helping her husband oversee the family’s numerous holdings, Amelia is a leader in fashion among the wealthy and well-to-do of the city and very influential not just within the Nobles’ District but also among the merchants.

Gaspar, Lurton

The patriarch of the Gaspar family. Together, he and his wife Amelia own the lucrative Black Sheep Inn as well as a number of shipping and importing ventures. The couple’s oldest son Liam is a Senator and their daughter Felicia is a promising student at the Wizard’s Academy.

Greythorn, Berra

Cook at the King’s Road Inn for the past two years. When her husband died, she turned over the family’s farm to her son Hasrick and his wife Ursula and took over the kitchen at the inn just a couple miles from her home. She is an expert on edible plants and creatures and her tasty meals, though not fancy, are a large part of the inn’s increased popularity recently.

Kant, Stylus

Headmaster of the Wizard’s Academy, he dresses in fine clothes and wears his black hair in a long ponytail with a neat mustache and goatee. He is intense and ambitious, but can be very charming in social settings. Kant is always recruiting new instructors for the Academy.

Kanto, Elan

The priestess at the Temple of Jamboor, she holds services once a week but with her acolytes spends most of the time helping those who have no homes. The temple takes them in, assists those with health problems to gain their strength back, and helps them learn useful skills.

Kilkarin, Albian

Patriarch of an up-and-coming merchant family, Albian is known for making shrewd investments in goods being traded, and then finding someone with a need for them who is willing to pay a much better price. Three of his four sons are involved in the family business but the youngest is reputed to be a ne’er-do-well.

Kytor the Red

Retired from the city guard, Kytor is restless and frequently looking for something new to do. Recently he has been living well, since a mysterious trip he took a few months back. He is known to many people about town and always happy to talk about himself if someone will buy him a drink.

Nearwell

Captain of the elite guard permanently stationed in the Government District. The guard protects not only the Governor, Senate, and bureaucrats, but also the wealthy treasury of Endhome, and its half-elven captain is fiercely loyal to his beloved city.

Pool, Ranlan

Governor of Endhome for the past 10 years; elected by the Senate after having been a senator himself for 12 years. He always shows an interest in the people he meets and has an exceptional memory for names.

Pulanti, Antoine

Patriarch of the extremely reclusive Pulanti family, one of the oldest families of Endhome. He has not been seen for years; it is rumored the family has one (or more) mad relatives locked up in the house.

Quinchino, Fernando

Although Philippi Quinchino is technically the head of all the family’s businesses, his eldest son Fernando actually run the Heaven’s Gate Inn and their other ventures. Some of those ‘ventures’ are rumored to be on the shady side, but since Fernando is tall, hefty, and willing to settle things with his fists, no one suggests this to his face.

Quinchino, Philippi

Patriarch of the Quinchino family at age 105 and part of the first generation of Quinchinos to join the ‘nobles’ of Endhome. He is the owner of Heaven’s Gate Inn, which is the best inn in hundreds of miles and brings a very good income to the family.

Spink, Kilgore

Bodyguard of Governor Pool and a veteran of the Endhome guard, Spink is with the governor anywhere he goes outside his own estate. If encountered off-duty, he may sometimes be persuaded to tell tales of the time he spent with a group of adventurers.

Talk, Rosko

The owner of two inns on the roads to Endhome, one about a day’s journey north on the Trader’s Road, and the other a day’s journey west on the King’s Road. Both take advantage of the quantity of traffic in and out of Endhome and Talk is comfortably well off on the income they provide.

Tarmick, Fell

Rumored to be the leader of the dangerous Green Tree Bandits, the rogue supposedly shared a portion of his band’s bounty with some of the residents of the Shantytown. Even if the claims are true, it happened only once or twice in the months the bandits have been attacking merchant trains so altruism does not appear to be Tarmick’s real motive for the thefts.

Thaban

The High Priest at the Temple of Freya, Thaban and his acolytes hold seven services a week. Thaban spends much time advising the Governor and Senators, but may be available to perform magical religious rituals for those who make a large enough donation to the temple.

Waynetrop, Gilda

A druid with a house somewhere in the Penprie Forest, not too far from the Oldrock River. She appears young but most attribute that to the fact that she is a half-elf. With two wolves as companions, she manages to take care of herself and look after the creatures of the forest.