Docks

In the hollow of the river's bend, a stone wharf forms a shelter from the rivers current, and shields a sizable harbor, a bustle of activity. Ships and crews from far away lands come here to sell their wares along the busy docks. The path keeps strangely green despite all the carts and persons of all races making haste along its length. The path leads upwards from the docks and its warehouses, to the Grand Boulevard lined with trees.

Docks. 1

Red Dragon Attack!! 1

Shops and Inhabitants. 1

Archimedes Ships. 1

Ferry Service. 1

Slips. 2

Dunsters Mining Barges. 2

The Red Cross. 2

Turanan Enterprises ( 1 to 7) 2

Kifferlittle – Screaming Griffon. 2

 

Red Dragon Attack!!

Upon the docks there are many fairies on the lookout for newbies to Celdadon. Much to their (and everyone watching) amusement they like to craft a Red Dragon (Conflagurus that attacked Celadon in Yr 20) to scare the newbies. Will Save DC 17 is allowed or they react accordingly.

Shops and Inhabitants

Archimedes Ships - In the dock sector, a ship builder has opened shop. His name is Jason and he is doing well in small to med river vessels. (Expert Book)

 

Sea Captain - a sea captain is offering his services. His name is Goire and he claims to have sailed across four shadows and 12 seas. He lives in a overturned long ship just south of Selid-Din (actually not far from the Lighthouse) (Expert)

Ferry Service

 

Out of Harbor Gate, the is a few Barges that are oared (ropes not yet replaced). It is run by Capt McDougal (1/2 Aquatic Elf) – He runs this service when not on the sea. It normally costs 5sp per person to cross. They must show passes to cross to East Side of Selid-Din s that land is private property of the First Citizen.

 

There is also a Treant (maximum size) who lives there…and he does not like visitors without a pass!

 

 

 

 

 

 

 

Slips

Dunsters Mining Barges – There are several barges that come upriver from southern Celadon belonging to Dunster.  Master Miner Dunsterdelf (dwarf) borrowed monies from the Twiddlescrews and opened a small mine just south of the Celadon Forest. He now has a huge salt mine with a few hundred dwarves working non-stop. Salt has now been added as one of Selid-Dins exports. He hires dwarves but due to a labor shortage other miner races are considered. (Experts Book)

 

The Red Cross - Gallene Damassilia has a frigate called the Red Cross she uses as a medical boat and sails up and down the Nesser offering her services to towns and villages. She is gifted with herbs and hails from Midmeadow. She may be hired to cure as needed as well as being a talented herbalist with strange herbs for sale. (Experts Book)

Turanan Enterprises ( 1 to 7)

There are several merchant vessels all with the same name (Turnan Enterprise 1 is the flying ship.). They all belong to Turanan Imports - A new merchant with a small fleet of ships including a airship (non-elven) used to deliver goods across the central Oerth. Very successful, he lives in the Regent District and houses his vessels in the Docks. Work for adventuruers or passage may be bought. (Experts Book)

 

Kifferlittle – Screaming Griffon

 

 

Southern Lighthouse

Seawell built a lighthouse on a small promontory near the reef, about 200 yards from the shoreline. Operated by a family who lived inside it, this lighthouse ensured that ships could easily steer clear of the rapids.

 

History:

A few weeks ago, a group of pirates who had been unsuccessful on the seas decided to try a different tack—luring ships to their doom. After killing the lighthouse keeper and his family, the pirates built a high wooden tower on the beach about 200 yards from the lighthouse, then lit a fire atop it. Captains using this false “lighthouse” to navigate ran aground on the reef, and the pirates rowed out to steal the foundering ships’cargo and claim the wrecks as salvage. They murdered the crews as well, so that no one could spread the story of the false lighthouse. Three ships have fallen victim to these pirates before the Bowery Boys assaulted the tower and saved the tower…eventually raising the family. .

 

The “swamps” that cover the peninsula are not swampland in the classic sense. They do, however, support the kinds of creatures that generally lair in swamps.

 

THE ECOLOGY

During the wet season, water from a lake farther inland flows over the grassy peninsula to the sea. The result is a river many miles wide but only about 2 feet deep, hidden for the most part by tall grasses. Though not impassable, the peninsula is quite dangerous during this time because of the alligators, snakes, birds, and other swampland creatures that roam its waters. During the dry season, the water recedes, leaving most of the ground dry. When the water level begins to drop, the alligators dig deep pits known as solution holes to trap the remaining water. A typical solution hole measures about 20 feet across and is home to one or more alligators, plus some fish, turtles, snakes, and birds throughout the dry season. The peninsula is dotted with stands of trees growing on raised areas known as hummocks. A typical hummock measures about 300 feet across, but some are as large as 800 feet in diameter. Trees grow thickly on the hummocks, providing shelter for large predators such as panthers. During the dry season, the hummocks serve as a refuge for other kinds of animals as well. T

 

MOVEMENT

Plenty of game trails cross the peninsula, making passage relatively easy during the dry season. Assuming a speed of 30 feet and no forced marching, a typical band of adventurers can travel 18 miles a day without getting lost via such trails. At this speed, characters can reach the lighthouse in just under three days. Horses can traverse the peninsula with no trouble, but the townsfolk recommend against taking them there, since they usually fall prey to hungry panthers at night.

 

THE Lighthouse

 

Standing about 60 feet tall, the lighthouse dominates the promontory on which it stands. A sea wind always blows around the lighthouse, even when there is none at the shoreline.

 

The lighthouse is the home of Mirval Kojar (human male expert 4), his wife Stenna (human female commoner 5), and their two sons, Mirval Jr. and Kolin (both human male commoners 2). The Kojars also have another daughter, but he left about three years ago to see the world.

 

See the Module “Wreck Ashore” for details on Lighthouse

 

Lizard Man Tribe

 

A tribe of nearly 200 Lizard men roam these areas. They are friendly to the Lighthouse Keeper and the family and trade often. They do not like to show themselves to other strangers.