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.