begooler
2013-06-12, 11:00 PM
Objects of Value
You are a newcomer to this land in the realm, called Accordance. This is the place in the world where most magic items and technology come from. You are familiar with the magic items produced here as your home country imports them in large quantities. Many of these items are flawed and not nearly as reliable as those produced by your people, however the prices and abundance of magic items from Accordance is unmatched in your realm.
A large continent, with many large cities both modern and ancient, Accordance provides opportunities unavailable in your quiet homeland.
OOC Thread (http://www.giantitp.com/forums/showthread.php?p=15370411#post15370411)
Here is the history you know about Accordance.
The Fraternity of Order is a group of mortals from the material plane who have gathered in The Clockwork Nirvana of Mechanus for the purpose of building a library housing all the information and laws in the universe. They believe that these stockpiles of information will one day give them the power of the gods.
Five hundred years ago, the Order received a plea for help from an ally, an Illumian Quill Cabal, located on a continent in the Material Plane that was being invaded by demons arriving from a portal that had appeared in the mountains.
The demon wars were fought for nearly a century, and efforts to close the portal proved fruitless. The Order continued to send construct armies to help, but they grew weary of fighting the infinite hoards of demons and their own resources were not unlimited.
It began to look like the entire continent would eventually be overrun by demons until The Order devised a new and exceptionally efficient method for creating magic items and built a fortress with a forge to create weapons and constructs, right at the mouth of this portal. While the portal to the abyss was never closed, this fortress cut off the demons from accessing the material plane.
As the remaining demons running amok across the continent were slowly all but erradicated, the Order proceeded to build their own colonies on the continent, later dubbed 'The State of Accordance.' The various existing governments in the land, strained from the wars, submitted to their rule. The Capital of Accordance, Antikytera, was built just below the fortress in the mountains. During its construction, another portal was discovered by quarriers, this one led to the Astral Plane. Antikytera has since become a profitable port city between the Material Plane and the Astral Plane.
After constructing this port, the Order also began building one of the most notable landmarks in Accordance, The Nexus Highway. This highway, a colossal aboveground tunnel that crosses the country and also serves as an aqueduct, is a magically crafted item that confers the shadowwalk spell upon anything inside of it. Those traveling at walking distance in the Nexus move at 50mph relative to the Material Plane. (Effectively, they cover ten times the distance they would otherwise cover moving at their speed.) Several urban centers are located across the Nexus.
Though through the years the population of demons loose about the land continued to dwindle, possessions, curses, and other madness inexplicably persisted. After years of research, The Order determined that unintended effects of their mass produced items were causing these problems. They put new quality control in place and began to collect and destroy older items.
The Order then began strictly regulating the sale, distribution, and possession of magic weapons and armor. These regulations were put in place fifty years ago, and today the Order assures that modern magic items are safe so long as users follow all state mandates.
Notes on technology and magic items:
Magic Items
Magic items produced in Accordance are described as being cheap. What this means is not that they are cheaper than described in the SRD or MIC, it means that all items not manufactured at the forge in Antikytera are more expensive.
When you purchase magic items you have two choices:
Traditional Item: The item is made by hand by traditional craftsmen and costs 150% normal market value. Traditional items have the standard 1% chance to be cursed. Traditional items normally have some signature or mark indicating the craftsman who made them.
Antikytera Forged Item: The item is forged in Antikytera, and has a serial number indicating so. It costs normal market value, but has a 72% chance of being cursed. Note that most curses are actually harmless, and any item you buy(or steal) from a legal source (or as part of your starting wealth) will not have a curse that harms your character, and most cursed items don't come with the compulsion to keep them in your possession. The average curse you'll find on one of these items is that it doesn't work when its wet, or it occasionally makes a squeaking sound when activated, or it doesn't function on Tuesday. Even though mostly harmless these curses could come into play at some point. I roll randomly what these curses are, after you commit to buying the item. (Items bought in character in shops might have their flaws labeled, but in terms of character creation it will be a grab bag.)
Later in the game, items that you acquire from a source other than a legal vendor might have curses that are any degree of harmful.
Technology
The mundane technology in Accordance is for the most part what you might see in 17th to 18th century Europe, an earlier technology level than typical steampunk. However, you'll encounter many anachronisms.
Pathfinder rules for early firearms are in place. (There is no gunslinger class, or grit. Anyone using a firearm has to spend an EWP feat to not take non-proficiency penalties.)
Your destination in Accordance is Nocturnae-Erin, the largest sea port on the continent, and in the whole material plane. (It is not the largest city, which would be the landlocked capital at the fortress in the mountains, Antikytera.)
Some more general information about the city of Nocturnae-Erin
Nocuturnae-Erin is the largest seaport in this section of the material plane. It is a large city that is actually two adjoining cities: the state-governed Nocturnae and the old fishing village Erin.
The population of Nocturnae (officially labeled "Nexus-Central Sector of Nocturnae") is 25,000. Neighboring Erin ("Confederate Sector of Erin") is home to 1000 people, however, a portion of Nocturnae's residents are originally from Erin, or have family from there.
The fishing village of Erin has been a town since ancient times, and some people say that the large population of sea-kin who live in town evolved from the humans who first settled there. (Many sea-kin would find this theory offensive however.) The village, which was still a small hamlet when Nocturnae was first built, consists of buildings built into and on top of the cliffs surrounding two salty lagoons.
Erin is one of the Seven Sister Cities, which are a string of cities that have existed along the coast for almost a thousand years. Throughout that time, the cities have formed various alliances and oppositions with one another, but today they are all governed under the state government of Accordance. Erin, like other cities that were established previous to the Fraternity of Order's rise to power, does maintain its own laws and local government, however, these laws are superseded by state laws. Cities that are governed in concert by the state and an independent government, such as Erin, are referred to as a "Confederate Sectors."
The state has several 'Ambassadors' stationed in Erin, as well as Peripheral Law Enforcement.
Ships dock in Nocturnae and goods are either unloaded there by the sea-kin longshoremen, warforged and modrons, or the ships continue to travel by way of the Nexus to the capital, Antikytera, to reach the port to the Astral Plane. Nocturnae-Erin also has a large fishing economy, and its location on the Nexus allows the transportation of fresh seafood to landlocked areas of the country. Within the city is a large alchemical district that processes spell components and other magical chemicals. Meat and dairy farms also surround the area, though an equal amount of the land around the city is untamed wilderness. A portion of the meat and dairy industry is within the city itself; many halfling merchant caravans that raise brixashulties (goatlike domesticated animals used for their milk, meat, and burden) reside in the city and pasture their 'brixas' in public pastures throughout the city and in the woods and fields outside. While the dairy and meat industry in the city is sizable, it primarily feeds the city residents and is not a major export, though wool is relatively important.
A major marketplace lines the wall of the freshwater reservoir in the middle of town. Here, tents, tables, and halfling house wagons offer all types of goods, mostly of the non-magical variety. This is also a favorite place in town to acquire a cheap lunch sold from some wagons, and people gather in this area often.
Nocturnae is divided into several districts:
Subsector of Fishing and Ports
Subsector of Commerce and Exchange (part of which includes the unofficially named "Fairie Fire District")
Subsector of Parks and Pastures (This area which has several public parks and pastures, and dairies, as well as wide streets and middle class housing)
Subsector of Processing and Storage (also referred to as Warehouse District or Alchemical Ward)
State Use Zone (sometimes called S.U.Z.)
Whitecliff Island (An island with a lighthouse maintained by druids)
The largest temple in the city is the temple of Boccob, located in the Subsector of Commerce and Exchange. Across the land, Boccob's church has historically been one of the largest, it is also one that has the favor of the state. The Temple of Boccob is perhaps the most unique and recognizable structure in all of Nocturnae-Erin. Built like a pyramid, the temple is capped with a large dome surrounded by glass towers. A large, five-story tower of pale blue marble dominates the eastern face of the pyramid. At night, the entire structure shimmers with countless continual flames, and a massive glowing eye that is the symbol of Boccob slowly rotates above the central dome’s peak.
The Temple of Boccob serves several functions in Nocturnae-Erin aside from being a house of worhsip. The local library is here as is a mage's academy of some prestige. The temple also serves as the guildhouse for the local mages’ guild, which is located in the blue marble tower and connects to the main temple by a short stone passage. Finally, the temple is the largest market in town for magic items. Some of the goods sold here are actually crafted on-site by the wizards or clerics, others are crafted at the forge in Antikytera. This shop primarily sells cheaper magic items in bulk to merchants. Prices for individual items are marked up to encourage wholesale purchases. Most items are worth 5,000gp or less, though potential buyers can inquire about other goods that might be available. Types of magic items available include a variety of minor wondrous items, potions and scrolls. (Weapons and armor can be found at shops and market stands throughout the rest of town.) The same mountain of paperwork and license applications are required here as anywhere else, and while the process is aided by the clerks who work at the shop, favoritism is given to those who are making larger purchases.
Another notable feature of the city landscape is the large zeppelin that hovers over the commerce district. Zeppelins are a recent technology and not a common sight, and many citizens of the city take pride in the zeppelin, which is affectionately named Kindleseer, after a dragon in folk tales. On the side of this balloon silent images are projected all day that provide citizens with tidbits of news and axioms in common script. Pictures occasionally accompany this text.
After the larger landmarks, the next distinguishing feature of the city is the modron patrols. Modrons, the construct-like outsiders native to Mechanus, are in the employ of the state, and help to maintain order. All major streets have at least one modron, of various rank, that patrols it constantly. Depending on the length of the street it may take up to half an hour or even an hour to for a modron to return to any particular spot.
As mentioned, halflings, and sea-kin make up a large portion of the non-human population of Nocturnae-Erin. A sprinkling of other races from across the continent and other lands can be found. Uncommon races and monstrous humanoids also make their home in this urban center. Most residents of Nocturnae live in tenement buildings made of stone, brick, or clay that are between two and four stories tall. In nicer areas the facades of these buildings are carved marble, in slummier neighborhoods the chalky colored stone is stained black and green with alchemical smoke. Housing in Erin consists of wooden and brick buildings, and buildings carved into the cliffs that surround the lagoons.
As a large city, Nocturnae-Erin has a fair share of crime, organized and otherwise. Well known crime groups include the Stranglers and Grease Fins, and more recently, The Black Tide and the Silver Fists. The local newspaper may refer to any of these groups as gangs, crime rings or cartels as they see fit at the time, and it reports them all to be associated with drug trade, trade of illegal magical items and violence. The four clash with each other often.
Calendar:
Year: 12th before Cycle 8024
Today is the10th day of Fen. Day of the week: Candor
12 months, beginning with summer solstice in Shurn
1 Shurn 2 Fen 3 Marl 4 Skir 5 Naus 6 Ruther 7 Arn 8 Kaz 9 Levi 10 Minthir 11 Shurl 12 Vern
30 days of the month are divided into four weeks of seven days, with an extra 'feast day' at the end of the second and last week of the month (15th and 30th.)
Days of the week: Axle, Candor, Djart, Estle, Flaur, Jode, Lindor.
Ghost
Ghost's tavern, The Freerun Inn, is located near the docks, in the District of the Ports, an ideal location to draw in newcomers to Nocturnae-Erin. On the opposite side of her block, and sharing a back alleyway is another, much more established tavern, The Pearl Dive. It is run by a crusty old sea kin man named Ankus Skald. Soon after meeting Ghost Ankus told her a story about how, many years ago when he was a boy, he saved a wyrmling dragon from attack by a sea monster. It turns out he tells this story to everyone, constantly. The young adult dragon, named Vorelkepesk lives somewhere along the coast, but Ankus does not divulge where, if he even knows.
Contrary to her expectations, Ankus has had a helpful attitude towards Ghost ever since she acquired the property. He says he is glad to see the building brought back to life after years of vacancy, and is glad to see the former squatters in the building gone.
Ankus has helped Ghost learn the ropes of running a business in Nocturnae, which requires jumping through all sorts of bureaucratic hoops. With his help licensing that would take months Ghost was able to acquire in a matter of weeks. Ankus has explained to Ghost that there are so many rules and regulations that no one could possibly follow all of them- heck some even contradict each other. What's important is that a business owner learn what regulations the authorities actually check on, and above all else to maintain a good reputation with people of influence.
(Any time you want to know what's the best legal option in a situation you can roll a Gather Information (taking the required amount of time) or Knowledge Local check.)
Another tip Ankus gives Ghost is to avoid members of the Stranglers. He claims they are a dangerous lot of petty criminals with ties to corrupt law enforcement. Ankus has been known to kick people out of his Tavern that he claims are Stranglers members.
One of Ankus's motivations for helping Ghost it seems, is to have a place to send unwanted tourists and travelers that come his way. The Pearl Dive has a strong local following with enough regular business that Ankus, curmudgeon that he is, would really prefer not to be bothered outsiders that come in with no respect for locals and who leave a mess at the tables and in the bedrooms. His rooms he prefers to rent to locals on long term leases.
One of his tenants he seems to have an almost paternal attachment to; a human woman only a little older than Ghost who comes and goes all hours of the night, always wearing a long bulky fur cloak. Ankus is sometimes seen waiting up at night to be sure she returns safely.
Today, it is a pleasant midsummer morning in the month of Fen. The local newspaper, delivered two times a week on Candor and Jode reports that routine maintenance will be performed on the modron patrols, and officials will be going around culling particular modrons that require replacing. Residents should not be alarmed, but if they have noticed any modrons behaving unusually as of late they should alert authorities so that the maintenance will flow smoothly and efficiently.
Garron
Garron's sea voyage to the port town of Nocturnae-Erin is at its conclusion. He has ridden aboard the cargo vessel The Garnet, which also takes passengers for a fee (which Garron may or may not have actually paid). The ship's captain, Captain Graham Kinthea, an easygoing halfling man of middle age, has taken many opportunities to pass the time on the journey talking with Garron.
From Graham, Garron learns that the ship he is on, The Garnet, is owned by Corel Midenford, a human man, one of the wealthier merchants in Nocturnae-Erin. Graham has worked for Midenford for many years.
Garron learns a bit of the captain's family history. Ages ago, the Kinthea's oversaw all magic item production at the forge in Antikytera through their company called Dweomercraft Industries. Fifty years ago, Dweomercraft Industries lost its contract with the state when magic item production was overhauled. Another company, this one an inter-planar enterprise, named Prime Materials Incorporated now holds this contract and manufactures all Antikyterian magic items and warforged.
The Kinthea family, having held the largest contract with the state for several hundred years, has no shortage of influence in the nation, even if they are not as prosperous as they once were. Graham is apparently a black sheep of the family and for reasons not mentioned he does not get along well with the rest of his house.
As the ship approaches the coast, Graham points out a few landmarks. Several different rocks are fabled to be the rock that shipwrecked The Fleetfeather, a ship that nearly fifty years ago transported recalled magic items from storage in Leighla to the Nexus where they could be taken to the capital and destroyed in the forge. He mentions other dangers in the bay, a goblin pirate named Naki he has heard is back in town. Yesterday Graham received a message that Corel Midenford's son was kidnapped while on an unauthorized late night joy ride on a small cargo vessel that was supposed to ship off the next morning. The vessel was shipwrecked, and Torec Midenford (Corel's son, who Graham says is quite the brat) was rescued along with the daughter of another merchant when authorities boarded and subsequently sank Naki's ship. The goblin pirate escaped and is hiding somewhere in town.
Graham seems to enjoy telling these stories to a captive audience.
Before the ship docks, Captain Kinthea gives Garron a little bit of advice for getting around in Nocturnae-Erin. What's important is that a person learn what regulations the authorities actually check on, and above all else to maintain a good reputation with people of influence.
(Any time you want to know what's the best legal option in a situation you can roll a Gather Information (taking the required amount of time) or Knowledge Local check.)
After the ship docks, authorities, accompanied by modrons check passengers paperwork as well as the ship's manifest. Corel greets the law enforcement agent in charge with a hug and the two spend a few minutes catching up and laughing.
Everything checks out and no one is given a hard time. Warforged owned by Midenford begin unloading the ship.
Graham mentions that he will be going to his favorite place to relax after a long trip, The Singing Siren, but admits you have to hoof it across town to get there. He recommends Garron look for a room at the nearby taverns The Pearl Dive or Freerun Inn, the latter of which is most likely to have a room available for him.
Garron may roll a spot check and a knowledge planes check.
You are a newcomer to this land in the realm, called Accordance. This is the place in the world where most magic items and technology come from. You are familiar with the magic items produced here as your home country imports them in large quantities. Many of these items are flawed and not nearly as reliable as those produced by your people, however the prices and abundance of magic items from Accordance is unmatched in your realm.
A large continent, with many large cities both modern and ancient, Accordance provides opportunities unavailable in your quiet homeland.
OOC Thread (http://www.giantitp.com/forums/showthread.php?p=15370411#post15370411)
Here is the history you know about Accordance.
The Fraternity of Order is a group of mortals from the material plane who have gathered in The Clockwork Nirvana of Mechanus for the purpose of building a library housing all the information and laws in the universe. They believe that these stockpiles of information will one day give them the power of the gods.
Five hundred years ago, the Order received a plea for help from an ally, an Illumian Quill Cabal, located on a continent in the Material Plane that was being invaded by demons arriving from a portal that had appeared in the mountains.
The demon wars were fought for nearly a century, and efforts to close the portal proved fruitless. The Order continued to send construct armies to help, but they grew weary of fighting the infinite hoards of demons and their own resources were not unlimited.
It began to look like the entire continent would eventually be overrun by demons until The Order devised a new and exceptionally efficient method for creating magic items and built a fortress with a forge to create weapons and constructs, right at the mouth of this portal. While the portal to the abyss was never closed, this fortress cut off the demons from accessing the material plane.
As the remaining demons running amok across the continent were slowly all but erradicated, the Order proceeded to build their own colonies on the continent, later dubbed 'The State of Accordance.' The various existing governments in the land, strained from the wars, submitted to their rule. The Capital of Accordance, Antikytera, was built just below the fortress in the mountains. During its construction, another portal was discovered by quarriers, this one led to the Astral Plane. Antikytera has since become a profitable port city between the Material Plane and the Astral Plane.
After constructing this port, the Order also began building one of the most notable landmarks in Accordance, The Nexus Highway. This highway, a colossal aboveground tunnel that crosses the country and also serves as an aqueduct, is a magically crafted item that confers the shadowwalk spell upon anything inside of it. Those traveling at walking distance in the Nexus move at 50mph relative to the Material Plane. (Effectively, they cover ten times the distance they would otherwise cover moving at their speed.) Several urban centers are located across the Nexus.
Though through the years the population of demons loose about the land continued to dwindle, possessions, curses, and other madness inexplicably persisted. After years of research, The Order determined that unintended effects of their mass produced items were causing these problems. They put new quality control in place and began to collect and destroy older items.
The Order then began strictly regulating the sale, distribution, and possession of magic weapons and armor. These regulations were put in place fifty years ago, and today the Order assures that modern magic items are safe so long as users follow all state mandates.
Notes on technology and magic items:
Magic Items
Magic items produced in Accordance are described as being cheap. What this means is not that they are cheaper than described in the SRD or MIC, it means that all items not manufactured at the forge in Antikytera are more expensive.
When you purchase magic items you have two choices:
Traditional Item: The item is made by hand by traditional craftsmen and costs 150% normal market value. Traditional items have the standard 1% chance to be cursed. Traditional items normally have some signature or mark indicating the craftsman who made them.
Antikytera Forged Item: The item is forged in Antikytera, and has a serial number indicating so. It costs normal market value, but has a 72% chance of being cursed. Note that most curses are actually harmless, and any item you buy(or steal) from a legal source (or as part of your starting wealth) will not have a curse that harms your character, and most cursed items don't come with the compulsion to keep them in your possession. The average curse you'll find on one of these items is that it doesn't work when its wet, or it occasionally makes a squeaking sound when activated, or it doesn't function on Tuesday. Even though mostly harmless these curses could come into play at some point. I roll randomly what these curses are, after you commit to buying the item. (Items bought in character in shops might have their flaws labeled, but in terms of character creation it will be a grab bag.)
Later in the game, items that you acquire from a source other than a legal vendor might have curses that are any degree of harmful.
Technology
The mundane technology in Accordance is for the most part what you might see in 17th to 18th century Europe, an earlier technology level than typical steampunk. However, you'll encounter many anachronisms.
Pathfinder rules for early firearms are in place. (There is no gunslinger class, or grit. Anyone using a firearm has to spend an EWP feat to not take non-proficiency penalties.)
Your destination in Accordance is Nocturnae-Erin, the largest sea port on the continent, and in the whole material plane. (It is not the largest city, which would be the landlocked capital at the fortress in the mountains, Antikytera.)
Some more general information about the city of Nocturnae-Erin
Nocuturnae-Erin is the largest seaport in this section of the material plane. It is a large city that is actually two adjoining cities: the state-governed Nocturnae and the old fishing village Erin.
The population of Nocturnae (officially labeled "Nexus-Central Sector of Nocturnae") is 25,000. Neighboring Erin ("Confederate Sector of Erin") is home to 1000 people, however, a portion of Nocturnae's residents are originally from Erin, or have family from there.
The fishing village of Erin has been a town since ancient times, and some people say that the large population of sea-kin who live in town evolved from the humans who first settled there. (Many sea-kin would find this theory offensive however.) The village, which was still a small hamlet when Nocturnae was first built, consists of buildings built into and on top of the cliffs surrounding two salty lagoons.
Erin is one of the Seven Sister Cities, which are a string of cities that have existed along the coast for almost a thousand years. Throughout that time, the cities have formed various alliances and oppositions with one another, but today they are all governed under the state government of Accordance. Erin, like other cities that were established previous to the Fraternity of Order's rise to power, does maintain its own laws and local government, however, these laws are superseded by state laws. Cities that are governed in concert by the state and an independent government, such as Erin, are referred to as a "Confederate Sectors."
The state has several 'Ambassadors' stationed in Erin, as well as Peripheral Law Enforcement.
Ships dock in Nocturnae and goods are either unloaded there by the sea-kin longshoremen, warforged and modrons, or the ships continue to travel by way of the Nexus to the capital, Antikytera, to reach the port to the Astral Plane. Nocturnae-Erin also has a large fishing economy, and its location on the Nexus allows the transportation of fresh seafood to landlocked areas of the country. Within the city is a large alchemical district that processes spell components and other magical chemicals. Meat and dairy farms also surround the area, though an equal amount of the land around the city is untamed wilderness. A portion of the meat and dairy industry is within the city itself; many halfling merchant caravans that raise brixashulties (goatlike domesticated animals used for their milk, meat, and burden) reside in the city and pasture their 'brixas' in public pastures throughout the city and in the woods and fields outside. While the dairy and meat industry in the city is sizable, it primarily feeds the city residents and is not a major export, though wool is relatively important.
A major marketplace lines the wall of the freshwater reservoir in the middle of town. Here, tents, tables, and halfling house wagons offer all types of goods, mostly of the non-magical variety. This is also a favorite place in town to acquire a cheap lunch sold from some wagons, and people gather in this area often.
Nocturnae is divided into several districts:
Subsector of Fishing and Ports
Subsector of Commerce and Exchange (part of which includes the unofficially named "Fairie Fire District")
Subsector of Parks and Pastures (This area which has several public parks and pastures, and dairies, as well as wide streets and middle class housing)
Subsector of Processing and Storage (also referred to as Warehouse District or Alchemical Ward)
State Use Zone (sometimes called S.U.Z.)
Whitecliff Island (An island with a lighthouse maintained by druids)
The largest temple in the city is the temple of Boccob, located in the Subsector of Commerce and Exchange. Across the land, Boccob's church has historically been one of the largest, it is also one that has the favor of the state. The Temple of Boccob is perhaps the most unique and recognizable structure in all of Nocturnae-Erin. Built like a pyramid, the temple is capped with a large dome surrounded by glass towers. A large, five-story tower of pale blue marble dominates the eastern face of the pyramid. At night, the entire structure shimmers with countless continual flames, and a massive glowing eye that is the symbol of Boccob slowly rotates above the central dome’s peak.
The Temple of Boccob serves several functions in Nocturnae-Erin aside from being a house of worhsip. The local library is here as is a mage's academy of some prestige. The temple also serves as the guildhouse for the local mages’ guild, which is located in the blue marble tower and connects to the main temple by a short stone passage. Finally, the temple is the largest market in town for magic items. Some of the goods sold here are actually crafted on-site by the wizards or clerics, others are crafted at the forge in Antikytera. This shop primarily sells cheaper magic items in bulk to merchants. Prices for individual items are marked up to encourage wholesale purchases. Most items are worth 5,000gp or less, though potential buyers can inquire about other goods that might be available. Types of magic items available include a variety of minor wondrous items, potions and scrolls. (Weapons and armor can be found at shops and market stands throughout the rest of town.) The same mountain of paperwork and license applications are required here as anywhere else, and while the process is aided by the clerks who work at the shop, favoritism is given to those who are making larger purchases.
Another notable feature of the city landscape is the large zeppelin that hovers over the commerce district. Zeppelins are a recent technology and not a common sight, and many citizens of the city take pride in the zeppelin, which is affectionately named Kindleseer, after a dragon in folk tales. On the side of this balloon silent images are projected all day that provide citizens with tidbits of news and axioms in common script. Pictures occasionally accompany this text.
After the larger landmarks, the next distinguishing feature of the city is the modron patrols. Modrons, the construct-like outsiders native to Mechanus, are in the employ of the state, and help to maintain order. All major streets have at least one modron, of various rank, that patrols it constantly. Depending on the length of the street it may take up to half an hour or even an hour to for a modron to return to any particular spot.
As mentioned, halflings, and sea-kin make up a large portion of the non-human population of Nocturnae-Erin. A sprinkling of other races from across the continent and other lands can be found. Uncommon races and monstrous humanoids also make their home in this urban center. Most residents of Nocturnae live in tenement buildings made of stone, brick, or clay that are between two and four stories tall. In nicer areas the facades of these buildings are carved marble, in slummier neighborhoods the chalky colored stone is stained black and green with alchemical smoke. Housing in Erin consists of wooden and brick buildings, and buildings carved into the cliffs that surround the lagoons.
As a large city, Nocturnae-Erin has a fair share of crime, organized and otherwise. Well known crime groups include the Stranglers and Grease Fins, and more recently, The Black Tide and the Silver Fists. The local newspaper may refer to any of these groups as gangs, crime rings or cartels as they see fit at the time, and it reports them all to be associated with drug trade, trade of illegal magical items and violence. The four clash with each other often.
Calendar:
Year: 12th before Cycle 8024
Today is the10th day of Fen. Day of the week: Candor
12 months, beginning with summer solstice in Shurn
1 Shurn 2 Fen 3 Marl 4 Skir 5 Naus 6 Ruther 7 Arn 8 Kaz 9 Levi 10 Minthir 11 Shurl 12 Vern
30 days of the month are divided into four weeks of seven days, with an extra 'feast day' at the end of the second and last week of the month (15th and 30th.)
Days of the week: Axle, Candor, Djart, Estle, Flaur, Jode, Lindor.
Ghost
Ghost's tavern, The Freerun Inn, is located near the docks, in the District of the Ports, an ideal location to draw in newcomers to Nocturnae-Erin. On the opposite side of her block, and sharing a back alleyway is another, much more established tavern, The Pearl Dive. It is run by a crusty old sea kin man named Ankus Skald. Soon after meeting Ghost Ankus told her a story about how, many years ago when he was a boy, he saved a wyrmling dragon from attack by a sea monster. It turns out he tells this story to everyone, constantly. The young adult dragon, named Vorelkepesk lives somewhere along the coast, but Ankus does not divulge where, if he even knows.
Contrary to her expectations, Ankus has had a helpful attitude towards Ghost ever since she acquired the property. He says he is glad to see the building brought back to life after years of vacancy, and is glad to see the former squatters in the building gone.
Ankus has helped Ghost learn the ropes of running a business in Nocturnae, which requires jumping through all sorts of bureaucratic hoops. With his help licensing that would take months Ghost was able to acquire in a matter of weeks. Ankus has explained to Ghost that there are so many rules and regulations that no one could possibly follow all of them- heck some even contradict each other. What's important is that a business owner learn what regulations the authorities actually check on, and above all else to maintain a good reputation with people of influence.
(Any time you want to know what's the best legal option in a situation you can roll a Gather Information (taking the required amount of time) or Knowledge Local check.)
Another tip Ankus gives Ghost is to avoid members of the Stranglers. He claims they are a dangerous lot of petty criminals with ties to corrupt law enforcement. Ankus has been known to kick people out of his Tavern that he claims are Stranglers members.
One of Ankus's motivations for helping Ghost it seems, is to have a place to send unwanted tourists and travelers that come his way. The Pearl Dive has a strong local following with enough regular business that Ankus, curmudgeon that he is, would really prefer not to be bothered outsiders that come in with no respect for locals and who leave a mess at the tables and in the bedrooms. His rooms he prefers to rent to locals on long term leases.
One of his tenants he seems to have an almost paternal attachment to; a human woman only a little older than Ghost who comes and goes all hours of the night, always wearing a long bulky fur cloak. Ankus is sometimes seen waiting up at night to be sure she returns safely.
Today, it is a pleasant midsummer morning in the month of Fen. The local newspaper, delivered two times a week on Candor and Jode reports that routine maintenance will be performed on the modron patrols, and officials will be going around culling particular modrons that require replacing. Residents should not be alarmed, but if they have noticed any modrons behaving unusually as of late they should alert authorities so that the maintenance will flow smoothly and efficiently.
Garron
Garron's sea voyage to the port town of Nocturnae-Erin is at its conclusion. He has ridden aboard the cargo vessel The Garnet, which also takes passengers for a fee (which Garron may or may not have actually paid). The ship's captain, Captain Graham Kinthea, an easygoing halfling man of middle age, has taken many opportunities to pass the time on the journey talking with Garron.
From Graham, Garron learns that the ship he is on, The Garnet, is owned by Corel Midenford, a human man, one of the wealthier merchants in Nocturnae-Erin. Graham has worked for Midenford for many years.
Garron learns a bit of the captain's family history. Ages ago, the Kinthea's oversaw all magic item production at the forge in Antikytera through their company called Dweomercraft Industries. Fifty years ago, Dweomercraft Industries lost its contract with the state when magic item production was overhauled. Another company, this one an inter-planar enterprise, named Prime Materials Incorporated now holds this contract and manufactures all Antikyterian magic items and warforged.
The Kinthea family, having held the largest contract with the state for several hundred years, has no shortage of influence in the nation, even if they are not as prosperous as they once were. Graham is apparently a black sheep of the family and for reasons not mentioned he does not get along well with the rest of his house.
As the ship approaches the coast, Graham points out a few landmarks. Several different rocks are fabled to be the rock that shipwrecked The Fleetfeather, a ship that nearly fifty years ago transported recalled magic items from storage in Leighla to the Nexus where they could be taken to the capital and destroyed in the forge. He mentions other dangers in the bay, a goblin pirate named Naki he has heard is back in town. Yesterday Graham received a message that Corel Midenford's son was kidnapped while on an unauthorized late night joy ride on a small cargo vessel that was supposed to ship off the next morning. The vessel was shipwrecked, and Torec Midenford (Corel's son, who Graham says is quite the brat) was rescued along with the daughter of another merchant when authorities boarded and subsequently sank Naki's ship. The goblin pirate escaped and is hiding somewhere in town.
Graham seems to enjoy telling these stories to a captive audience.
Before the ship docks, Captain Kinthea gives Garron a little bit of advice for getting around in Nocturnae-Erin. What's important is that a person learn what regulations the authorities actually check on, and above all else to maintain a good reputation with people of influence.
(Any time you want to know what's the best legal option in a situation you can roll a Gather Information (taking the required amount of time) or Knowledge Local check.)
After the ship docks, authorities, accompanied by modrons check passengers paperwork as well as the ship's manifest. Corel greets the law enforcement agent in charge with a hug and the two spend a few minutes catching up and laughing.
Everything checks out and no one is given a hard time. Warforged owned by Midenford begin unloading the ship.
Graham mentions that he will be going to his favorite place to relax after a long trip, The Singing Siren, but admits you have to hoof it across town to get there. He recommends Garron look for a room at the nearby taverns The Pearl Dive or Freerun Inn, the latter of which is most likely to have a room available for him.
Garron may roll a spot check and a knowledge planes check.