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
Kifferlittle – Screaming Griffon
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)
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!
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
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)
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)
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
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.