Sunday, February 23, 2014

Map addition

The 'huge' part of the map you discovered on Friday. Snerk.

Thursday, February 20, 2014

The last few houses on the fenlock map

215. The west side of the South gate.

216. The Shrine of the Four Virgins. Long before Fenlock was the successful town it is now it has a legend, now lost to time, of four women killed to protect the city. This pavilion covers the remains of an old shrine, and is part of the tour of religious sites the city makes money from.

217. Raymond Dijoux’s fine jewelry and relics. Primarily a seller of low-quality jewelry used in the tourist trade and paste gems and the like used in costumes. Lots of holy symbols in low-quality metal.

218. Melvine Lapeyre’s pawn shop.

219. Private home of Benedicte Biron, a local trader. Fortified manor house, stone and slate.

220-226. Houses of the wealthy, primarily merchants and company owners.

227. Cenotaph of the Unicorn Rider. A large tomb  the thane built to his favorite aunt, with a 3X times sze statue of armored woman with lance and shield on a unicorn, but no body within.

228-235.  Houses of the wealthy, primarily merchants and company owners.

236.  Rudolphe Bousseau’s Academy of Arts Martial: Primarily a fencing school, of very high renown and extreme expense. The thane has said of Bousseau that he’d take him in a fight—with a lance—because to close within the range of his rapier would be instant death. Bousseau is only rarely in town, he runs academies in Arden Vale and Carago. His son, Rudy (Rudolphe Bousseau IV), is the usual instructor.

237. The Sword Tower. No one is sure why this watchtower is called that, although the portcullis that closes it does resemble giant swords.

238. Home of Michel d’Ardenne, a former paladin of Palladian who is now a cleric of Palladian. He primarily tends his garden and does complex leatherwork.

239-242. Houses of the wealthy, primarily merchants and company owners.

243. The lesser salle. Another fighting school, focused more on the peasant arts, with a rotating teaching staff.

244. The Frozen Well. This well is well known for being ice cold even on the hottest days, sometimes with a layer of ice forming across the top of the water that comes to about 4 inches from the top, again, regardless of the rain.

245. City Garden. The remains of a large house that was destroyed 20 years ago has been turned into a meditation garden, with food and flower crops. It is rumored that a dryad tends the place.

Player information. Maps so far.

This is 1A, there is 50ft of hallway without doors that slopes up gently, then down severely, to the left, which is the way you went.

This is 1B as you've seen it so far, note that the scale (like the hallway's construction) is not the same. (here a square is 10ft) the numbers written in correspond roughly to the depth below sea level (bigger #=deeper)  The area I've marked in black is where the necromancer-using her advanced math skills-is pretty sure you're UNDER the above hallway and perpendicular to it.

Don't read anything into the scanner artifacts in the left hand corner. there is not a secret room THERE. (or on this part of the map)

Friday, February 14, 2014

Geography of Fenlock: Public information

156. LeGris’ fine barges. Fortified manor house, with attached office, of the city’s premier designer of barges, specializing in convertible barges, similar to a Karve in design. These are low ships, with a large rectangular area, that float high in the water and can be pulled, sailed or rowed. They sit high enough in the water to traverse rivers, but can also travel within sight of the coast. Lionel LeGris doesn’t build the ships, but runs all the aspects of their creation. The LeGris family owns drydocks at 155, 200 and 208, and are partial owners of the one at 211.

157. Jean Duport, Tobacconist.  This gorgeous (but small) manor house is three stories tall, with a high pitched slate roof. The door to the shop part of the house goes into the basement, which is clad in rare cedar wood, imported from hundreds of miles away, and has a carefully constructed display area and several back rooms. Duport is a low-level (5th) specialty priest of Rantilar, and the teeny tiny gathering of her followers in Fenlock meet in one of his back rooms. Tobacco and halfling pipeweed make the bulk of his sales, but he also has various healing herbs, teas, incense and a lot of dried fruit. He sells several anesthetic compounds, natural pain killers, poison antidotes, healing potions (1d8+1 per dose, 1d10 in stock per day, 75gp each) and potions of Neutralize Poison (2d4 in stock per day, 50gp each.) Two enormous medlar trees stand on the south edge of his property, producing continuous, bletted fruit, regardless of season. These fruits are rumored to cause fertility in the infertile.

Intro to 158-169: This area of the town is sometimes called Shipwright’s circle. It is a collection of exceptionally built wooden houses, owned by men (and a few women) who’ve made their money servicing the barges and ships, similar in some ways to the way the people in Rose Court service their crews.  The houses are all similar to Tudor revival architecture, with highly complex wood facades and thatched roofs (some actually have thatch over the more practical (for the area) slate.  While a common style in Fenlock is to grow climbing plants (grapes, ivy, wisteria, etc.), these houses often serve as advertisements for their owner’s skills, and have little or no such vegetation.  The entire ‘circle’ is on a low hill, with a well at the top.

158. House of Christopher Genty, shipwright. Gentry is a big man with a big family, an exceptional woodcrafter and a low-level fighter, deadly with an axe. When not working on ships, he does a lot of large-scale carpentry (garden bridges, decks, supports, house framing.) He is one of the strongest men in town, and many people suspect he’s one of the thane’s byblows, in part because of his deep red-brown hair and enormous size. His oldest daughters, twins Bella and Stella, are professionals in the city’s largest profession, and the fact that the Thane hasn’t had them on his arms lends fuel to the rumors about his parentage. Genty inherited the house and business from his late father, and his mother and his wife (Vivette [nee Bellegarde]) round out the family.

159. House of Damian Barre, shipwright. Nicknamed Bury the Knife, Barre is the detail work man to his best friend Genty’s large scale. Short, sickly and rumored to be at least part elven, Barre is very fast, and uses his own armada of tools to make knobs, pins, wheels, hooks, ladders, joining bits and decorative work. He is often not working, as he tends to work in finishing, and most of the town’s work is repair. He has done a lot of the carving detail on houses (including some sexually explicit carvings for at least one whorehouse)and makes highly clever toys. Both he and his wife, Chantalle (Christopher Genty’s sister) are low level rogue class, but have stayed on the right side of the law. They have five children the oldest is 17, and named Candi. She spells her name with a heart over the I. (It’s Candice, by the way.) Candi is increasingly well known as the Thane’s arm Candi, and is drastically increasing the amount of pink things in his house. (It’s actually very disturbing.)

160. House of Nicolas Coury, shipwright. While not as fine a detail man as Bury the Knife, Nick (sometimes called Nick the Knife) was his apprentice, and is a fine shipwright in his own right now. In addition to all aspects of shipcraft, he builds canoes and rowboats, carves toys and scrimshaw.  He is engaged to Viviella Gentry (Christopher Genty’s 4th eldest kid.) Nick is also a decent hand with a bow.

161. House of Jean-francois Barre, dealer in fine woods and toyseller. Christopher Gentry’s uncle, Jean-francois is a retired ship builder who works with the LaFosse family to sell wood that is too fine for firewood and too small for furniture, and also sells the fine wood goods and toys made in the area. His store seems very random to outsiders.

162.  House of Pierre Depierre, shipwright. A younger man, formerly a shipwright in Arden Vale, Depierre fell in love with a local girl (Marie-beatrice Gourdin) and moved here to settle down. He’s primarily a pitch and tar worker, but makes decent carvings.

163. House of Simon Morineau, master carpenter. One of the tallest houses in the city, Morineau’s building features panels of rare wood deeply carved with images of ships and the sea. Morineau does design work as well as constructing furniture. A widower, his five sons also work in boat building.

164. House of Ulrich Grasset (Grandpa Grasset), master shipbuilder. This three story wooden structure has a wrap-around porch with 30 pillars, each carved with the image of a different monster. Grasset, who is at least 80, is well-known for his carvings of figureheads, and the ‘sign’ for his shop is a weathered figurehead of Palladian, from the ship “Flaming Justice” which was retired about 20 years ago. He has nearly two dozen kids and grandkids in the surrounding area, and there are often several in town, working in the shipbuilding business.  Grasset is a small local celebrity for carving the face of the giant statue of Palladian in the Basilica, as well as the Maiden’s Cenotaph, and there is no doubt that the figurehead, the statue and the woman on the cenotaph are the same woman.

165. The Shipwright’s Well. A rather unremarkable well, with a crank-turned bucket lowering system.

166. Home of Roselie Butin, master shipwright. An accomplished swordswoman, Roselie took up shipbuilding upon retiring from the city guard. A widow with three grown children, Madame Butin is familiar with all aspects of shipcraft. When not building (or designing) ships, she attends to a nice garden and makes small woodcrafts, including beads and furniture. Almost more famous than Madame Butin herself is her famous runesword “Balancer,” and many kids in the town have bribed her to be shown it. (Its most dramatic mild effect is similar to dancing lights, and is often shown off at tournaments.

167. Guildhouse of the Fenlock Shipwright’s guild. Part members-only tavern, part training facility and part hostel for shipwrights in training, this large brick building is partially built into a low hill, allowing the storage area to be kept cool even on hot days.

168. Home of Roger Hugo, Shipbuilder. This low wooden house is the home of Roger Hugo, a very young master shipbuilder, only recently promoted to that position.

169. Home of Justin Marcer, shipwright (under construction). When completed, this house will hold the young family of the town’s newest master shipbuilder.

170. Lafosse firewood This shop sells small bundles of firewood, and delivers large orders of split wood to customers in the city. The bulk of the building is a pavilion full of aging wood.  

171. Stacey’s Used Clothing. This small shop features used clothing, costumes, light armor and cloth goods. Marjorie Stacy purchases clothing as well.

172. Home of Evelyn Mirendelle, a druid of Ordith. This lovely tumbled riverstone structure has been in the Mirendelle family for generations.

173. Pierre Duport, seller of used books. This brick house has a large wrap around wood porch, and during the dry season, Duport sells books right from the porch. The house is so stuffed with books that it actually has sunken about 4 inches in the past 30 years, yet Duport always is buying.

174. House of Jon Michel. Michel is sometimes called the Thane’s left hand. Ranger, spy, huntsman, Michel is generally seen as the town’s official sneak. While in other towns that might indicate a rogue background, when your boss is a paladin, this means being faster, quieter, cleverer and more honorable than most of the people around you. Michel is very well traveled, and his narrow, three story thatched roof house is packed with books, weapons and even furniture from cities, towns and ruins from all over the world. It is not a secret that Michel has earned a full knighthood but refuses to officially accept it, just in case his service of the city requires ‘unknightly’ activities.

175. The Founder Oak. This enormous tree, often occupied by a druid, is taller than the city walls and has a number of legends about it.

176. The house of Robichon, fine shoes and custom leatherworks:  Égide and Hyacinthe Robichon are exceptionally fast and exact cobblers, capable of fixing and creating shoes, boots, and fine small leather goods (pouches, belts, handbags.) While they can repair most things, the bulk of their extensive income is from the goods they make for the city’s large number of whores, entertainers and knights. They specialize in rare colored leathers, and can match nearly any color for a flat fee of 100gp. They are known to be low level spellcrafters of some kind, it is assumed they’ve put their talents into shoemaking. Their house is surrounded by tree roses and drips with honeysuckle plants.

177. Fair Oak House, a rooming house. This three story fortified manor house is home to 12 very nice small apartments, with rudimentary running water and access to a very nice ‘lounge.’

178. Home of Pierrick Lemaire, rugmaker. This adorable little cabin is home to an exceptional rugmaker. Most of his work is by commission.

179. Weaver’s guild of Fenlock guildhouse. Run by Pierrick Lemaire, the weaver’s guild is dedicated to teaching the rugmaking, tapestry-weaving and general silk trades, usually having three to four high level students  and two to three times that number in basic apprentices. The exceptional apprentices go on to be master weavers, the less stellar ones work in the silk mill or as sail makers.

180. Elianne Etienne, tapestry artist, flag maker, sage of fabric arts: A low-level enchantress who failed out of a prestigious apprenticeship in the capital, Etienne is extraordinarily successful as an artist in fabrics, another one of the craftsmen the thane ‘stole’ away to his small town, taking her from the business she worked for in the capital and giving her the means to set up shop in his town in the hopes that her talent would shine through outside of the rigid class system of the big city. Her great knowledge of the field of fabric arts (as well as heraldry) makes her home a destination for people seeking information. In addition to the commissioned work she does throughout the kingdom, she does a large amount of painted and dyed work for the town’s entertainment industry.
181. Jean-François Labbe: Furrier, specializing in detail work. Labbe’s workshop is in the rear of his structure, a squat brick building with a garden heavily planted with fragrant herbs to help hide the smell of dead and rotting animals. Most of his work is in small animals (minks, ermine, rabbit) and is designed to show off luxury, not really provide warmth, but his work in giant otter and other swamp monsters creates excellent watertight gear.

182. Home of Marie-Nelly Hermant, a teacher.  This lovely little cabin with the deep window boxes filled with snapdragons is the home of Madame Hermant, a particularly stern, if fair, teacher known for her strict grading on grammar and penmanship.

183. Jean-pascal Benet, dealer in wines and select spirits (primarily brandies). This house and shop are lavishly decorated with paintings, tapestries and statues from all around the world.

184. The Silver Arms Boarding House: This small house holds ten rooms for let, with reasonable rates.

185. Herbert Pinot, Veterinarian.  This small house and clinic specializes in rudimentary veterinary medicine. Pinot is a druid of Ordith.

186. The Inn of the Silver Mistletoe.  Run by mid-level druids of Quercus The Oak Father, the Silver Mistletoe is as close as the city gets to a ‘scholarly’ inn, frequented by passing teachers and others who want a quiet place to stay, far from the city’s entertainment ward.

187. Public Library: This small stone structure is a significant lending library featuring fiction and non-fiction. City residents have free access to the books, others must pay a fee.

188.  Home of Marie-Danielle Mallard, town librarian, low-level druid of Quercus.

189. Private home of Theodore Malandain, retired adventurer.

190. The New Tower. Approximately 50 years ago, the crumbling watchtower was repaired with riverstone and mortar, resulting in a clumsy building used primarily as an access to the catwalk around the walls, and a small storage depot.

191. Shrine of Quercus. This small pavilion around a large oak tree is a rudimentary shrine and ‘temple’ to the Oak father.

192. Fenlock public school.

193. Laurence Bonnier’s Fine Scrolls. A mid-level cleric of Ordith, Bonnier sells priestly scrolls, holy water, healing potions (6-9 day potions that do 2d4+2 are 75gp, potions of full healing that do 1d8+1 are 150. And the occasionally blessing. He also sells quills, vellum, scrollcases and the like.

194. Private home of Jérôme Gallien, a high ranking druid of Quercus. The flowstone structure is only vaguely rectangular, and the ‘thatch’ roof is definitely alive. Gallien is only very rarely in town, but his wife and kids inhabit this house. There are often fruits, vegetables, small wood and stonecarvings and herbs for sale from the house’s porch.

195-199, 201-202. Large houses of the fairly well to do. Ship’s captains, scholars, clerics and retired adventurers.

200. Drydock
203: Schoolmarket Green Grocer: A large shop selling food from the local farms, as well as preserved foods from local producers.

204-206: Large houses of the fairly well to do. Ship’s captains, scholars, clerics and retired adventurers.

207: The Dragon Well. This well is filled with fairly pure, warm water, but several times a day large, sulfurous bubbles break the surface, filling the immediate area with a smell of rotten eggs that quickly dissipates.

208: Large drydock

209. Large warehouse owned by the city. Nearly as tall as the walls, brick, with a slate roof.

210. Emergency barracks and storage, associated with 214 (the South Gate)

211-213. Drydocks.

214. The south gate. Features Portcullises that close off canal, as well as murderholes above the road, a steel-reinforced iron gate and a ‘crawl door’, a 4ft square door within a door that may be opened to allow an individual to crawl through. Its position (about 3ft up) makes it useless for enemy armies even if they could force it open, because getting through requires making yourself vulnerable to guards on the other side.