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The PC’s Guide to Hawkwind

Player’s Edition – Ver 12.1901

What this Guide is and what it is not

This guide is a way to familiarize players and their characters to the plane of Sulaar and the great, complex island of Hawkwind. Information contained herein is not guaranteed to be accurate. It could be incomplete, be it intentionally or by no fault of fate. In a nutshell, this document contains information that a regular person with average knowledge of the land and its history would know. It includes exaggerations told throughout the generations, as well as information that (though it just may be a lie) everyone has taken to be factual. It would be up to the curiosity of the person you portray to decide how far you wish to follow it.

This guide is meant to help compensate players (and their characters) who wish to become familiar with a land completely unknown to them. As this land was created by me, there are no modules, books, or logs that players can read through for hours and hours to know more about the history and events of Hawkwind’s past. As such, I feel it is only fair for me to gather common-knowledge information and distribute it. This gives you enough information on the island that you can conduct a decent conversation as well as figure out a thing or two on your own. Basically, when an NPC now says, "I bet you use Gursot’s toothpick!" you actually know what he’s talking about. Take into consideration that unless the population at large knows about someone’s "suspicious" activities, you likely won’t either.

If you have any questions that you feel a common citizen should know, but is not included here, feel free to ask. This is what I call a living document, in that it is constantly being upgraded or changed. You will be kept up to date with any modifications. Thank you, and enjoy my world…

Organizations

Council of Land
Created after Sheno’s invasion of Hawkwind, the Council of Land was organized by Gilling Redrock, the Dwarven Lord of Blacklath in an attempt to establish peace among the different races. Gilling realized that if it were not for the intervention of the Wrone Barony, and its ally, the Nation of Rinnland, his homeland would have been lost forever. This brought to his attention the value of teamwork and cooperation. Gilling Redrock offered an island-wide treaty to all the residents living on Hawkwind. The treated stated that if any of the members of the Council were attacked by an external threat, the other members would provide reasonable and proportional assistance. The assistance granted could be economic or military in nature; depending on the situation. Gilling extended membership to any governing communities, tribes, or nations within the boundaries of Hawkwind and its surrounding isles. The nations of Githenhaas and the Northern Bottoms, the Red Grin Clan of hobgoblins and the Thur’Mor kobold tribe from Mirrilon forest, as well as the distinguished Nation of the Deetil Elves all have ambassadors in the Council. Only the Scorpion King’s nation, though they were offered membership, declined.

 

Town Hierarchy

Ruler of Skarren Brath, Trinsic, and Jhelom: Baron Tanis Wrone

 

Jhelom

Trinsic

Skarren Brath

Mayor:

Lydon Bannister

Adonell Olson

Renthic Brath

Treasurer:

Pingston Anssi

Skali Maggora

Loe Parthor

Chief Magistrate:

Kal Sallen

Mago

Sir Unis Tor'Kauf

Guard Captain:

Rig McFraggan

Bryner Soland

Jorly Brisbane

 

People of Interest in Hawkwind:

Krissim: The powerful ruler of Luprinas. She commands a small lycanthrope army with promises of one day conquering Jhelom. Though they have no base of operations, it is suspected they frequently amass their forces in the hills north-northwest of Jhelom.

Shantoo: An underground kingpin, this President & CEO of Kraken Distributing, is a wealthy and powerful businessman that earns the respect of his customers, as well as their fear. Running the largest shipping company in Jhelom has given Shantoo a lot of weight in the legal and illegal community. He is on the Jhelom town council and is the chairman of the Jhelom Merchant’s Guild. He has numerous ties with officials in every department or council that could affect his daily business. He is known to take any and every course of action necessary to resolve whichever problem he may encounter. Surprisingly, there have never been any serious crimes of theft committed against Shantoo. Kal Sallen, Jhelom’s Chief Magistrate, has long since doubted the legalities of Shantoo’s practices but has never been able to prove anything.

Kobaish: Kraken Shipping’s Director of Operations. As Shantoo’s right-hand man, Kobaish directs all loan collection and repossession issues both on and off the books. He is responsible for all low-level tasks that need resolution and the recruitment of persons to complete such tasks. Kobaish handles matters not worthy of Shantoo’s time. Shantoo’s trust in Kobaish is great. Often, he resolves matters without notifying Shantoo or involving him in any way. Kobaish is given a very generous allowance, and he uses this to ensure the acquisition of quality operatives as needed.

Gokohr: Kraken Shipping’s Accountant. Gokohr is a skilled accountant and a very intelligent man. He is confident of his ability and has no reason to feel otherwise. To this day, not a single copper piece has escaped Gokohr’s careful eye.

Saman: Shantoo’s hit man. Saman is a high level fighter with uncanny archery skill. Saman is used for Shantoo’s exclusive requests. He has been known to lend Saman out on rare occasions to fellow business associates. These occasions are few and far between, but when they do occur, Shantoo, as well as Saman, are handsomely rewarded. Saman is loyal to Shantoo because Shantoo has treated him very generously.

Rouen: President of Sunset Shipping, he is Shantoo’s primary business rival. Though Rouen’s contacts are less in quantity and quality than his counterpart’s, he does have one prime resource that Shantoo does not. Rouen’s son, Akamer, runs the Horizon Shipyard, the larger of the two shipyards in Jhelom. Even with all the contacts that Shantoo has, the incredible discounts that Rouen receives on ship maintenance and repairs helps him to compete against Kraken Shipping. Shantoo is still by far the more profitable of the two.

Brend: Sunset Shipping’s Vice President. A longtime friend of Rouen, Brend is an honest businessman that often feels guilty because of the ‘unfair advantage’ that Rouen gets through Akamer.

Arccio: A renowned businessman, well-known moneylender, and notorious gambler. He spends most of his time in the Gambling & Chance Halls of Buccaneer’s Den, though his home is in Jhelom. Arccio is often sought after by the poor and desperate in their lowest time for loans at absurd rates and preposterous terms of payback. He keeps Grell on his payroll, to ensure his own protection.

Grell: Arguably one of the best bodyguards money can buy. He is a very experienced weapons acrobat.

Brock Blackwhip: Noble owner the Blackwhip Tavern chains. He is a humanitarian and a wealthy landowner that sponsors many events including the Wrone Gladiator Games. He runs the Jhelom tavern with his sons, Oren and Brockson. The original Blackwhip Tavern is located in Jhelom, while two other franchises can be found in Buccaneer’s Den and Rentug. Brock’s friend Donzac runs the Rentug establishment while longtime business associate Faltho runs the Buccaneer’s Den site, claimed to house the finest guards on the island. The entire chain, however, is owned by Brock himself and he has the final word on any decision.

Reesso: A successful dwarven agent for Underfight combatants.

Burgess & Guro: Reesso’s dwarven bodyguards. Guro is also an Underfight combatant and Burgess is very skilled in axe combat.

Kari’Zo: Also known as ‘The Dark Bird’, Kari’Zo is a Kree Elf and the current undefeated Class One Underfight champion. He is 46-0 with 28 knockouts and 12 kills.

Jentoe: The Githenhaas ambassador to the Council of Land in Trinsic. He is a Gith and quite powerful, mostly because he has political immunity with the Wrone Government. The government desperately wants to discover malicious or other incriminating evidence on him in order to dismiss the Gith from the Council of Land. So far, all attempts by the Barony have failed.

Jorly Bisbane: As the paladin militia commander in Skarren Brath, Jorly is a fair and just magistrate. He is highly regarded by the population of Skarren Brath and has its government’s full support. The code of conduct in Skarren Brath was written by Jorly and is enforced to the fullest extent of the law.

Gilling Redrock: The Dwarven Warlord of Blacklath. He is the son of Milling, King of Peaks, who first welcomed the original pilgrims that landed in Hawkwind. Gilling is not very interested in human relations, but always welcomes the business generated by interaction with the Wrone Barony. He has a large army of experienced dwarven warriors at his command, but it is uncommon for them to leave their native land in times of war. Gilling has funded elite units within the main body of his military. These elite units include pony cavalry specially trained for the terrain, as well as experienced archers and powerful clerical teams.

Master Gorta: The renowned weapons forger in the dwarven city of Tourlain. Very few are allowed to see him, and those that do, pay a king’s ransom. This Master Blacksmith has been around since before the Landing and his years are running short. Rumors that his first apprentice, Torin, will be proclaimed Master upon Gorta’s passing.

Gillge & Grinn: The ruling brothers of Githenhaas. Their family has ruled Githenhass as far back as can be recalled; though the brothers have only held command for just over 50 years. Very little is known about Githenhaas itself, and much less of the brothers.

Rhuul Brikler: The self-proclaimed tyrant mayor of Teller’s Island. Though he rules by force and weak laws, Brikler’s actual control of the island does not extend beyond the borders of Buccaneer’s Den. A handful of small nameless fishing villages that run along the northern shores of the island acknowledge Brikler’s existence but not much else. Regardless of their lack of participation, these residents have no choice but to sell their goods in town, and thus are forced to comply with his taxes. A secret police force within Buccaneer’s Den enforces the town’s laws on those who exceedingly disobey them. Rumors abound that the Wrone Barony may be in secretive dealings with Brikler’s makeshift government.

 

Places of Interest in Jhelom

Vulgar Troll Inn: With 50 rooms, a 20 person staff and private security services, the large Vulgar Troll sponsors the infamous Jhelom Dart Games. Many private non-government parties post job and adventures here. There is no public bar, as ale and foods are provided to guests only.

Town Clerk’s Office: This office consists of two smaller offices, that of Cullac, the town moneylender and the office of the licensing bureau. Cullac offers secured, unsecured, and bail bond loans. He also posts large government offers and contracts on the city board. The licensing bureau here provides the necessary legalized documents and forms for an individual to open their own business. Anyone who wishes to do business directly with the Wrone government must visit the licensing bureau’s main office in Trinsic. Both licensing bureaus are capable of issuing a Letter of Marque, authorizing government activities by third parties in times of war. The Town Clerk’s office is located on the 2nd floor of Great Mary’s Hall in Skychaser Square.

Magistrate’s Tower: The town constabulary that holds the jailhouse and Kal Sallen’s office. It is located on south Tova Street near the harbor.

Underfights pit: This large cavern located under Igo House is the location of the Underfights, an illegal betting hall where people fight to the death for fame & financial gain. Fights are categorized by many different factors and can include hand to hand and other types of combat. Fortunes have been made and lost in the Underfights. Though the general public knows the location, they’ve done a very good job of keeping it out of the magistrate’s eye.

Blackwhip Tavern: Jhelom’s largest tavern and inn with 70 rooms, 2 bars, a 30 person staff, and a large internal security unit. Brock Blackwhip’s tavern has sponsored the Wrone Gladiator Games since his great grandfather conceived the idea in the days of Wolat Wrone. The Blackwhip is open at all hours of the day and is watched by either Brock himself or by one of his sons, Oren and Brockson. The Blackwhip tavern’s strict no-weapon policy makes it the center of many meetings and gatherings from all corners of the legal world.

Great Mary’s Hall: This ancient structure was one of the first buildings built when Minoc was founded. In fact, much of the original lumber came from the dismantled ship, The Great Mary. It contains the county courthouse and the Town Council assembly room as well as many other services. Town news is often posted here along with the current state of political affairs regarding the Barony. The Jhelom government is expanding Great Mary’s Hall by adding an eastern wing. This wing will contain artifacts, scrolls, priceless treasures and other items that represent the history of the Wrone Barony and Hawkwind itself. The recent conflict with the Loomian Empire has hurt the economy and construction has been temporarily halted.

Igo House: This hillside house permits entry into the illegal Underfights. It appears as a regular house from the outside, and the inside for that matter. There are several hidden doors leading to the massive underground arena. Both professional mercenaries and elite soldiers guard these entrances. Countless magical alarms and security measures are in place. No one can enter without an escort or the correct password. Igo is not an actual person’s name; it’s an acronym for Invited Guests Only.

 

Places of Interest in Hawkwind

Non-Barony Towns

Ploss: The ruins of a small failed colony. Numbering only 600 citizens at one time, it is now a charred and ravaged skeleton of a town. The residents were eaten or slaughtered by the armies of the Scorpion king. As the entire island of Joon is an extremely hostile and dangerous place, the Wrone Barony, under great controversy, has not sought revenge for the town’s destruction and apparently does not intend to. Ploss is located on the southern tip of the Isle of Joon, off the northwest coast of Hawkwind.

Tourlain: This dwarven capital is mostly underground with several parts built right into the mountain itself. The exact population is uncertain but it is rumored to be vastly larger than Jhelom. Tourlain has been around much longer than Jhelom, the Wrone Barony, and even the First Landing. The Loomians speak of how when they first discovered Hawkwind; Tourlain was already a bustling city. In the days of Toren, the dwarves were at peace with the Barony and traded with them frequently. They shared their skills of mining and blacksmithing with envoys of the Barony. In return, the Barony’s shipping market provided the capability for them to trade in manufactured and imported goods. Relations were very good, profits were high for all, and peace was in the lands. Unfortunately, after the dark events of the Day of Deception, the dwarves have not trusted the humans of the west. Baron Tanis’ many attempts at reestablishing that confidence have fallen short of his expectations. Unbeknownst to him, the dwarves realize his efforts and they have not gone in vain.

Dragon’s Spine: This dwarven community is essentially a giant business district. History tells how it was formed when many dwarven caravans and merchants settled in the same area. As a prime example of this, the motto for the town is ‘If you have money, it’s for sale." Though there is a large residential area, the mercantile district covers nearly three-quarters of the town’s area. Anything that an adventurer is searching for can be found in Dragon’s Spine. One must still take careful note in regards to the price of the item or its quality. Though dwarves are capable of flawless creation and skilled craftsmanship it does not necessarily mean that they always do so. Dragon’s Spine is open to both human and elven visitors. Though dwarves do not look fondly upon elves, gold outweighs these feelings. The town employs the best soldiers money can buy and to no surprise, they are equipped with the latest weaponry.

Bigrock: The only ‘town’ in the Northern Bottoms. Consisting of nothing more than a collection of caves, stone shelters & a large wall, Bigrock represents the capital of sorts for the Northern Bottoms. The exact population is uncertain, but it is likely to be less than 500. The storm giant Toger runs the community, only because he seems to be the most intelligent. It is not known if the others follow him out of fear or because of their amazement with his abilities (the ability to speak clearly). Due to the nature of giants and the disastrous potential of a large group of organized giants, the Barony has not dared to risk contact with Bigrock. Storm giants of the area enjoy the highest social order, while the weaker trolls, ogres, and hill giants serve more of a servant or foot soldier role. Though the cloud and storm giants are significantly more intelligent than the other giants, they all dwindle in capability to Toger. It is common knowledge that Bigrock maintains some sort of alliance with the Gith of Githenhaas who protect the mountain border between the Northern Bottoms and the rest of Hawkwind. Exactly what type of alliance this is, or the terms of such an alliance is not known.

 

Geographical Locations

Minoc Bay: This natural harbor is deep enough to manage even the greatest of merchant vessels. It was named after the powerful wizard Minoc from the days of the First Landing.

Isle of Joon: This desert island was to be used as a stepping stone for the colonization of northern Hawkwind. The colony of Ploss was once formed here but the inhabitants were slaughtered by the Scorpion King and his armies. It experienced very few visitors in its time, so the island is still shrouded by mystery and very few maps have survived.

Teller’s Island: This small island serves as a pirate and criminal haven. It was originally named West Island, but was renamed ironically enough after Sir Ennich Teller, a valiant knight who’s crusade to rid Hawkwind of the Death Mages was legendary. The city of Buccaneer’s Den is found here, home to the darkest of criminal elements. Other residents call Teller’s Island their home and even a few small dungeons can be found here. The dangers of Buccaneer’s Den, however, have discouraged any interest in exploring these potential sites. What these hidden dungeons may contain is a mystery.

Brillian Valley: This huge valley is the location of Skarren Brath. Occasional giant encounters are commonplace here, due to the proximity of the Northern Bottoms. The old wizard Eckizar built an underground fortification for his mad experiments northwest of Skarren Brath. Eckizar’s Laboratory has been long since abandoned and is now overrun by his creations and many other creatures. Just west of the town, the dungeon Blackhall, where Kor Wrone would imprison enemies of the kingdom, can be found. Tales of powerful beasts in Blackhall have ridden the winds since the valley’s discovery. Though many adventurers have carved trails and paths within the valley, Shadow’s Road is the only road that leads out of the valley.

Githenhaas: As the large mountain chain separating the Northern Bottoms and the rest of Hawkwind, Githenhaas serves as a sort of gateway. The Gith maintain a contract with the giants of Bigrock to protect their borders from unauthorized penetration. The species of Gith found here is unlike the more common variant, for they have no psionic abilities. This is instead replaced by an innate power that is transferred into any item they are holding. This power transmits magical energy into the item making it much more effective in combat. Githenhaas contains miles of caverns and tunnels in which the Gith have made their home. This underground network is enormous and beyond measure. One story even tells of the city of Allnight, created by the many explorers that have been lost within.

Blacklath: This is the Land of the Dwarves, ruled by Gilling Redrock, Son of Milling, King of Peaks and it has been here before anything else. The race of dwarves that inhabits these mountains are named Sulaaran dwarves. Though nearly identical to their normal cousins, these dwarves tend to have tougher skin, and an extended life span. Most Sulaaran dwarves can live as long as elves! The dwarves of Blacklath tend to keep to themselves until there is such need for outside assistance. Though these times are rare, the dwarves have turned to the Barony on many an occasion in the past. This has been met with the greatest of regards as the Barony welcomes dwarven peace and relations. Blacklath is a rigid and broken land with much more than dwarves to fear. In general, humans are seen as outsiders and not widely accepted. This rule does not apply to Dragon’s Spine, the merchant town, who appreciates all travelers, as anyone can be a potential customer.

The Deetil Woods: The only true refuge for nature’s creatures, the Deetil Woods are guarded and maintained by a community of forest elves. The elven king Deetil Coninaar, whom the forest was named after, ruled the elves until about 50 years ago when he passed away. The new queen is Tirrin Coninaar his daughter. She favors relations and trade with the Wrone Barony. However, she is just as protective of the forest as her father was. Visitors are welcome as is hunting for food gathering purposes and with the intent of clearing the woods of evil. Hunting for sport or profit is highly unacceptable. Tirrin’s strict beliefs ensure swift and harsh punishment for any that disrupt her order. The exact location of the elven community is unknown. Rumors place its size to be around 8,000 elves, of which ¾ are capable of defending the woods. The elves also have the capability of enlisting woodland creatures to defend their grounds if necessary. The Hand Pact, signed when the colonists first discovered the elven residents, has stood for decades as a truce between the humans and the elves. Even with all this information, the elven city of Coninaar has never actually been seen by anyone.

Luprinas: This land is the property of the lycanthropes. Ruled by the weretigress Krissim and site of ‘The Hawkwind Massacre’, few have dared to venture there since. It is a dark place with evil in each corner. Since the lycanthropes have little interest in material items, many adventure parties have been slain there, and very few of these have had their equipment taken. The handful of people that returned spoke of great battles with were-creatures and great treasures scattered everywhere. There is no city, shelter, or center of operations for the lycanthropes known. Where they may reside or what area they may fortify is unknown. However, this region is scattered with hills and rivers, so there is no lack of usable space.

The Northern Bottoms: The Northern Bottoms is a large area in the northeast, across Githenhaas, which belongs to the giants. All varieties of giants are found here, including many giant-kin such as trolls & ogres. Toger, an all-powerful storm giant, rules the province. The terrain consists of mountains and hills, with a large swamp filling the northeastern corner. The swamp is likely to contain a variety of other creatures and beasts, though that number has steadily decreased over the years (the giants have to eat something after all!). The accuracy of any maps of northeast Hawkwind is questionable. Very few have made it through Githenhaas, and even fewer have returned from the Northern Bottoms. Most of the terrain information acquired has been gained from ships sailing offshore. Though difficult to certify its accuracy, a true map of the Northern Bottoms would be worth a small fortune.

 

Dungeons & Sites of Adventure

Ploss: This tiny colony was born as a response for the Barony’s need for an embarking point to the North. Plans for the city's future depended also on the untapped western coast of Hawkwind and whatever riches it may have held. The collapse of Lord Veramacor's settlement in the northwestern coast created second thoughts and made the residents of Ploss nervous. When Veramacor defeated Sir Gentor of Rainwood, a hero of the Barony, the brave knight’s death eliminated all hopes of clearing the western shores. All of Hawkwind were convinced that Veramacor would remain an eternal threat (learn more about Veramacor in Veramacor’s Estate).

The desert-covered island of Joon is a most inhospitable place with extremely dangerous creatures roaming about. This includes the black hearted Scorpion King and his army. In fact, Ploss now lies in ruins after the Scorpion King could no longer tolerate human presence. Though he holds no government or relations with any other nation, the Scorpion King is the undisputed ruler of the Isle of Joon, and he proved this by wiping away the town of Ploss. He is a huge and powerful manscorpion, who has motivated and encouraged his people to study the arts of war and the ways of magic. This has made the armies of the Scorpion King unbeatable. Thankfully their dislike of oceans has relieved residents of Hawkwind, who no longer fear an invasion from them. The Great Walls of Ploss, once famous for their renowned strength, fell easily before the might of the Scorpion King's armies. The townsfolk were slaughtered as a message to the Wrone Barony, and any others that dared set foot on his land. The Poisonous One, as he is often known, was unwilling to negotiate or reason with the colonists, seeing their murderous removal as the only worthwhile option.

Since Ploss was not far from Jhelom, and it had nothing to fear from Sailor's Den (which later became known as Buccaneer’s Den), it seemed as if the small town had a great and promising future. News of the dangers on Joon spread quickly, and the number of visitors there dwindled down to nothing. As many feared sailing near its shores, tales of Ploss soon became rare, and maps even rarer. There were never any great memories of large abundant treasures in Joon and less even of any tiny ones. What Ploss does offer is plenty of creatures, experience, and slaughter for the action-hungry adventurer. It cannot be stressed enough how dangerous and perilous the Isle of Joon truly is, and the absence of any civilization or areas of safety make matters much, much worse.

Eckizar’s Laboratory: The old wizard Eckizar was a friend of the community. He held Skarren Brath and its residents as the greatest people in all Hawkwind. He began his life as a young aspiring adventurer, and with the help of the citizens, merchants, and government alike; Eckizar rose in experience, power, and wealth. During his ascension he did not forget those who helped him acquire these things. Eckizar offered his magic services countless times to aid and defend Skarren Brath. Eckizar’s thirst for knowledge had been urging him to cross boundaries that held other adventuring mages back. Eventually, he gave in to the pull and built his laboratory. Eckizar donated a portion of his riches to Skarren Brath, nearly 170,000gp worth, before he retired to the depths of his experiments. His visits to town became few and far between until a day when he was never seen from again. What exactly Eckizar did in his laboratory is not known. He often asked for volunteers for his experiments promising them power in exchange for their humanity. No one ever really knew what that meant, as none that volunteered ever returned. It was common knowledge that Eckizar was a kind and just wizard, with no foul intentions. However, as in all life, rumors tell otherwise. Tales of how his madness was born from seclusion, of how he was possessed by a demon spawned of his experiments, or how one of his creatures turned on him and killed him dead, all passed through children’s stories and minstrel’s songs.

One day, town mayor Renthic Brath, offered payment for whichever adventurer would once and for all solve the riddle of Eckizar’s fate. Many adventuring parties took the offer, and though they all returned with extravagant tales of riches, fantastic creatures, and epic battles, none ever returned with the answer to Eckizar’s riddle.

There were, however, some details that all adventurers’ stories had in common. First, it was unanimous that creatures there were plenty, a definite force to be reckoned with. Though their technology and craftsmanship was comparable to their outdoor counterparts, the creatures here appeared to have heightened intelligence and coordination.

Next, all stories told of how Eckizar’s laboratory contained a new race of creatures named Yazarians, after the leader of the party which first discovered them. Though no one knew their true origin, it was certain that Eckizar had made these creatures. Yazarians, were described as a perfect combination of human and gorilla. They combined the size, strength and brutality of the gorilla, with the intelligence, cunning, and communication ability of a human. They used weapons and wore armor, as did their human traces. Yazarians also have a thin membrane that spans between their arms and their legs. The membrane attaches to the creature at the wrist, hip, and ankle. Simulating a flying squirrel’s "wings", it was suspected that perhaps Yazarians too could glide. The restrictions of the underground caverns of course prevented this discovery. One thing was certain, the Yazarians were a great threat.

Finally came the red door. Only one party told this story, apparently the one that was capable of fighting their way far into the depths. Their tale spoke of a red door at the far end of Eckizar’s great hall. Though deeply imbedded in his work, Eckizar was a sociable and amiable person who enjoyed company and friends. He built a great hall, nearly 250’ long and 150’ wide which he adorned with rugs, pillows, great works of art, and many other decorations. These were all rotted and destroyed when the first adventurers arrived. It appeared to also be a hub for the Yazarian command that had general control over this lowest of levels. When the room was cleared, and the Yazarians had retreated, careful examination was made. Behind his great chair, covered by drapes that had somehow survived the attacks of time, was a large red door. Nearly 11’ in height and 6’ in width, this massive door was securely locked. With all of the party’s efforts, the door could not be opened. There was, however, a keyhole.

Veramacor’s Estate: This is the estate of Lord Rengil Veramacor, often referred to as Dawn’s Gate. Lord Veramacor was a wealthy Loomian aristocrat who journeyed to Jhelom in hopes of creating a large farming community with his family. His dreams of establishing a home and manor came true when the Wrone Barony issued him a large land grant. The rich soil of the lowlands to the west of the Mortar Hills was always said to be unequaled farmland. Lord Veramacor, along with his wife and two sons, purchased the property from Kor Wrone. They received a Letter of Fiefdom that granted him lands, protection and authorized trade with the Wrone Barony in return for Veramacor’s fealty and some substantial taxes.

Over the course of a few months, Lord Veramacor began to change. Workers in his property began to disappear. His guards and henchmen began to worsen in appearance, dying their armors black and some wearing tattered cloaks. Fog was slowly beginning to float into his grounds. The rich farmland in the estate began to degrade into swampland. Wolves slowly began to roam the grounds, and minimal (if any) efforts were made by the estate guards to clear them. It almost seemed as if their presence was being welcomed. Prior to these events, Lord Veramacor maintained a small export of wool to Skarren Brath. He had a small collection of sheep that he retained for these purposes only. The forthcoming wolves soon did away with these. His wool exports dwindled down to nothing. Some citizens in Skarren Brath began to hear rumors about what was going on in Skarren Brath. They pleaded with Vol Ramthor, the town’s Chief Magistrate at the time, to send troops or other support to Veramacor’s estate. They feared that the evil breeding there would seep into their homes in time.

Ramthor collected fifty lightfoot from the town’s guard and another ten heavyfoot from the local mercenary company. They journeyed to Veramacor’s estate and never returned. Many adventurers have been hired and sent into Veramacor’s darkness since, in hopes of discovering the remains of Ramthor’s party, but all that have taken Brook’s Trail heading northwest, have never come back down. Since then, Brook’s Trail has been closed off at Skarren Brath’s end of the valley. A sturdy barricade was erected in the first tunnel leading there. Though there have never been any encounters there, the guard post remains intact and functioning. To this day, the fate of Lord Veramacor, his family, servants, and guards are unknown.

Blackhall Dungeon: A true dungeon in every sense of the word, Blackhall was used to house the most powerful and devious criminals that walked on Hawkwind soil. During Kor Wrone’s Reign of Light, Blackhall was reserved for the truly sinister criminals that could not be contained by the walls of Trinsic’s hold. The massive underground structure was erected at the base of Ennethar Peak just southwest of Skarren Brath, which was originally intended to be a home for the guards and workers of Blackhall dungeon. After Kor’s murder, during the anarchistic days that followed, the maintenance and staffing of Blackhall diminished in priority. The guards there were pulled from duty and summoned to Trinsic’s defense. The remaining workers were not able to contain all the rowdy inhabitants. Blackhall was overrun a few days afterwards. Many of the captives escaped into Hawkwind, while others fled the island entirely.

Since then, Blackhall has been shelter to many wandering creatures. A goblin clan has established a fortification deep within Blackhall. They have created several access tunnels and passages that allow them entry into Blackhall, so that they may avoid the main gates, which are often patrolled by adventurers in search of an encounter or a good fight. Frequently, adventurers stay and supply themselves in Skarren Brath for the deep trek into Blackhall. Though news of the loss of adventurers is heartbreaking, these quests bring a good source of profit to the small town.

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