[IC] Player Resource Thread

Jul 10, 2019 7:05 pm
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Rarity Modifier: -1

City Quarters

Cailn River: Rising in the Cailn Mountains to the east--actually the foothills of the Shadow Peaks--the Cailn River flows westward past Castle Tagis and then through much of the barony the waterway is named for. The river bisects Nornholt on an east–west axis before changing course to flow south. It passes through the edges of the Starfall Forest and eventually empties into the Blackwing Swamp near the Free City of Tamalir.

Upper City:
The oldest part of Nornholt, the Upper City takes its name not from geography but from demography. The area serves as the town's administrative and commercial hub, with most of Nornholt's wealthy and influential residents located near the Central Plaza and the Cathedral of Saint Durvin, Nornholt's patron deity. The residences and businesses grow less opulent the farther one moves toward the town walls.

Middle City:
Now home to a variety of merchants, tradespeople, and middle-class residents, the Middle City began life as a refugee camp for Gnomes fleeing the Dragon Wars. Gnomes still constitute a plurality of its residents, and the area is renowned for its Gnomish festivals. The Order of Saint Almar serves the spiritual needs of many of Nornholt's Gnome population, although the deity has followers from other races, as well.

Lower City:
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Nornholt's easternmost quarters were only officially annexed into the town a few decades ago. The move extended the jurisdiction of the town's magistrates and guards over an area that was once a lawless frontier. Now little more than a slum, most of the Lower City consists of houses made from driftwood and scrap with little public sanitation. The area is still plagued by thieves and cutthroats by night.
Jul 11, 2019 9:19 pm
Lady Calypso Argus


Some twenty years ago, Lady Calypso Argus took the Nornholt social scene by storm as the consort of the town's then-mayor. Widowed a decade later, she used her connections with the town government to charter a private investigation company called Argus Investigations—the first of its kind in the Baronies.

Lady Argus has never been a conventional aristocrat, mostly due to her penchant for rubbing elbows with lowlifes and miscreants when it suits her. She is notoriously tight-lipped about her past, saying little more than that she comes from one of the noble houses of the Lorimor Empire. Rumors have filled the void. Folks claim that she's everything from an escaped convict from Al-Kalim to a pirate queen from the Torue Albes. Her accent and complexion, at least, betray an origin somewhere west of Terrinoth.

As head of Argus Investigations, Lady Argus has established a reputation as a thrifty and sober businessperson. She runs a tight ship, but she's not unreasonable with her employees and clients.

Gaerros Bargretor


Treasurer for the Order of Saint Durvin in Nornholt. Human–Elven heritage.

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Gorzo the Bold


Two-bit fence who operates from a small shop near the Damar Gate in Nornholt. Expensive tastes in food and ale.

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Ameesh Mal-Dun


Gnome merchant with a shop in the Middle City. Trades exotic goods from Zanaga and from Lizardperson groups living in Terrinoth. Has a pair of Orc bodyguards..

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Barribelynn Bonebelly


Dwarf who works for the Nornholt Constabulary. Started about five years after Barvek. The two became drinking buddies until Barvek retired.

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Vizeron Dribbage


Missing Human male. Has been missing for a few weeks.

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Olarie Dribbage


Neice of the missing man. Moved into his home a few days ago. Hired the team to find her uncle, or at least prove he's dead.

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The Thistlerocks


Neighbors of the Dribbage's. Live in a cottage near the cemetery. Gallen Thistlerock proposed to Olarie Dribbage, but she turned him down.

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Jul 19, 2019 2:25 am
Nornholt Points of Interest

Argus Inquiries

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Argus Inquiries is located on the Middle City side of Nornholt's Damar Wall. The headquarters are in an unusual building that was once two separate structures until the previous owner joined them together with a second-story bridge.

The bottom story has two entrances. The one on the right from the street is open to the public and contains a small study and desks where clients can meet with inquisitors to discuss cases. The door to the left opens into a dining room, which now functions as the company's conference room. A kitchen and washroom are also located on this half of the building.

Up the stairs are Lady Argus's private chambers, as well as guest quarters for noble acquaintances who may call upon her hospitality when visiting from Nerkhall, Greyhaven, Tamilir, or farther afield.

Saint Durvin's Cathedral

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Nornholt Guardhouse

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Royal Library of Cailn

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Jul 25, 2019 2:15 am
Travel in Nornholt

On Foot

Time: About one hour from the east end of town to the west end via the Procession Road.

Cost/Person: Free.


By Horse, Wagon, or Cart

Time: About 30 minutes from the east end of town to the west end via the Procession Road.

Cost/Person: Free if you own the horse; 1 silver to hire a cart driver for a one-way trip within a single district, plus 1 silver per additional district entered; 5 silver/day to rent a horse.


By River Boat

Time: About 25 minutes from east to west; about 1 hour from west to east.

Cost/Person: 2 silver from east to west (regardless of distance); 1 silver from west to east (regardless of distance).
Oct 4, 2019 4:48 pm
Nornholt Environs

Saint Durvin Cemetery

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Dribbage House

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Thistlerock Cottage

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Dec 27, 2019 9:02 pm
Gambling

Almar's Bones

Almar's Bones is a popular dice game in Nornholt. The game is known by other names around Terrinoth, and is thought to have originated among the Orcs, who call it Hintaro.

Almar's Bones is fairly simple:

1) Select the "Saint" (moderator).
2) Other players ante up. A standard ante is as low as 5 silver and as high as 100.
3) Roll dice. Each player rolls two boost dice (BB).
4) Place bets. Starting to the right of the Saint, the players wager some amount in addition to the ante. Players must meet or raise on the bet of the players before them.
5) Roll again. The Saint asks each player if they wish to reroll one of their two dice.
6) Roll the Dark Lord. The Saint rolls a setback die (K), and its symbols cancel the symbols on the players' dice as normal.

The winner is chosen according to the following rank system:

1st: 2 Success, 2 Advantage (Tukar to Kulro)
2nd: 4 Advantage (Quad Kulro)
3rd: 2 Success (Tukar Tukar)
4th: 2 Advantage (Kulro Kulro)

The entire pot goes to the top-ranked player, and it is split in the case of a tie. If no one achieves one of the four scores listed above, no one wins the pot and the game starts over.
Jan 27, 2020 12:27 am
Buzzards' Ford Locations

Maps

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Galbernost Farmstead (Northwest Corner of Village)

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Mar 21, 2020 1:53 pm
Buzzards' Ford Denizens
Bressel Galbernost


Father. Farmer. Responsible for the security of the palisade abutting his farm.

Flaw: Underestimates women.

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Chandy Galbernost


Mother. Farmer.

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Lysentrude "Lyssie" Galbernost


Teenage daughter.

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Peppin Galbernost


Young son. Has a pet razorwing named Butterbean. Enamored of Nera.

Fear: Upsetting his parents.

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Mayor Castor Wayland


Mayor of Buzzards' Ford.

Strength: Devoted to his townspeople.
Fear: Losing more children.

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Rupert Wayland


Brother of the mayor.

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Erfan Eswyse


Gnome physician of Buzzard's Ford.

Strength: Creative thinker.

Flaw: Hates the gummint.

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Gaius Tabbins


Smith. Gruff. Protective of his daughter, or else just with strangers.

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Vanya Tabbins


Shopkeeper.

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Jacey Tabbins


Teenage daughter of the smith and shopkeeper. Looking forward to entering the Founder's Feast Pageant.
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Skeeter Zymph


Ferryman.

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