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Player Characters

Adarrial Smythe is a half-elf bard/fighter who has recently taken up the mantle of holy liberator in an attempt to halt the
political and military struggles between Blackmere and the elven nation of Brithonen. Adarrial joined the group in an
expedition to claim the property of Greatwall Keep. He has exhibited strange abilities that suggest he may be descended from
an intermingling of dopplegangers and humans. (Player: Greg Collins)
Alarion Northsea is a human paladin dedicated to Altius the Highfather. He joined the group after the death of the ranger
Druga. Recently, he broke from strict adherence to church doctrine and became a dragon disciple to follow his bloodline. His
loyal cohort is a very young bronze dragon named Verdigris, and his special mount is a shadow dire wolf named Agathon.
(Player: Viet Nguyen)
Beran Findalson is a half-elf ranger who has taken up training at the hands of master elven hunters called the Darkwood
Stalkers. He is one of the original members of the group, growing up side-by-side with the other natives of Great Rock. His
bloodline has been linked to the fey creatures of the forest. (Player: Marc Russell)
Caedrus is a half-elf ranger/rogue who specializes in robbing ancient tombs and temples. He joined the group during their
assault on Nightfang Spire. His bloodline, if any, is unclear. (Player: Brent Pearson)
Duran Fortnite is a human cleric and knight of Altius, and one of the founding members of the group. Thanks in part to his life
as an acolyte in the remote town of Great Rock, he is more provincial than the paladin Alarion, seeing things in less absolute
terms than his friend. He has come to learn that he is a direct descendant of the god Altius himself. His cohort is a hound archon
named Rexander. (Player: Kevin Kukas)
Eandrynn is an elven arcane archer who owes his fealty to Brithonen, yet adventures with citizens of Blackmere. He first
adventured with the group in their second assault on Greatwall Keep. He can trace a direct lineage back to the pale elves of
ancient Brithonen. (Player: Joe Hauck)
Falaster is a human sorcerer who is a veteran of the Siege of Blackmere. He joined the party very recently, during their quest to
recover the Three Thuribles of Justice (not yet published on the site). (Player: Viet Nguyen)
Jarvis Osburn is a stout human fighter who learned the trade of a blacksmith before buckling on a sword. He is one of the
original members of the group, having grown up in Great Rock. His ever-growing physical stature leads to the conclusion that
he bears the bloodline of giants. (Player: Dennis Worrell)
Quinborough Cadwallader is a halfling cleric/rogue who sought out the heroes after hearing of their exploits. He joined the
party during their search for the Thuribles of Justice, and is particularly protective of Jarvis. (Player: Greg Collins)
Stannis Alensin is a human loremaster who's not afraid to throw a well-placed fireball. Formerly the student of the Helmsport
loremaster Granius, Stannis joined the group when they returned to the lair of Nightscale the black dragon. (Player: Jesse
Decker)
Thomas Johnson is a human rogue who works on the side of the law. Thomas joined the group for their first exploration of the
ruins of Khundrukar. He is the proteg of Rowan Morgan, one of the adventurers who fought the first incarnation of the Scarlet
Sails. He has learned that his ancestors are descended from the aquatic folk of the oceans. (Player: Scott Smith)
Thorgrimm is a dwarf barbarian/fighter raised in the wilds, far from the dwarven kingdom of Undermountain. His size belies
his great agility and speed. He first adventured with the group under Helmsport when they discovered the entrance to the lost
dwarven stronghold of Khundrukar. Perhaps unsurprisingly, the savage dwarf has the bloodline of fire running through his
veins. (Player: Chris Galvin)

Gone But Not Forgotten


Aethelred was a human rogue/druid who attempted to move from rural life into the career of an adventurer. Sadly, he was
dragged off and consumed by a pack of giant ants. (Player: Chris Galvin)
Druga Entier-dahl was a half-elf ranger/fighter who rose from the lowly station of stableboy to become a skilled rider and
combatant before falling against the power of an angry ettin. (Player: Viet Nguyen)
Seth McCullin is a human rogue/wizard who has turned from the path of light, perhaps to follow the teachings of his
namesake, the god of evil. He still lives, though his whereabouts are unknown since he fled from his friends after escaping from
the clutches of the black dragon Nightscale. His former allies suspect that, like many of them, Seth may have a heritage among
the ancient races of the world. (Player: Jesse Decker)

Faiths of Blackmere
The Church of the Highfather is the most powerful faith present in the kingdom of Blackmere. Altius [ALL-tee-us] the
Highfather rules the universe from his heavenly realm of Celestia as an omnipotent arbiter of justice and righteousness. As the
state-supported church, it is at least the second most powerful organization in the kingdomand some even claim that it wields
greater might than the king himself. Certainly the church wields great military might, as typified by the Altian Knights,
powerful holy warriors dedicated to Highfathers service.
Though the Church claims that it follows only Altius, "the one true god," the past several centuries have seen worship of various
subordinate deities and divine servants grow up around the main faith. Metron [MEH-tron], son of Altius, is worshipped as a
benefactor of civilization, trade, and culture. Metrons wife, Aasandra [ah-ZAHN-druh] watches over family life and the home.
Their many offspring, called aasimon, are divine servants who, according to legend, walk the earth in the guise of old men or
young children.
Two other significant faiths exist, though their existence is alternately denied or derided by the Church of the Highfather (that
is, when the Church isnt actively seeking to destroy them in one of its Purges). The worship of Erynis [eer-INN-iss], the
Earthmother, dates back to thousands of years before Blackmere was first settled by humans. In fact, most scholars describe
Erynis as merely an aspect of the elven goddess Anaerynsia, mother of the elven people. This nature goddess supposedly rules
over all the aspects of the natural world, from beasts to vegetation and from weather to the stone of the earth itself (or herself, as
the druids of Erynis say). Early in its history, the Church of the Highfather integrated Erynis into their religion as the wife of
Altius, but current teachings claim that Erynis was actually a witch-goddess who seduced Altius, only to be slain by that god
later when she attempted to kill their firstborn son, Metron. Erynis is still venerated by a druidical order (who are called witches
or warlocks by the faithful of Altius). Despite her disfavor with the priests of Altius, she also retains many casual followers in
agricultural lands.
The other "rogue" faith of Blackmere is the Ordo Templi Sethis (or Order of the Temple of Seth). This religious order, founded
by a priest excommunicated from the Church of the Highfather nearly 500 years ago, worships the god Seth, the younger son of
Altius and the brother of Metron. The templars of this dark order construct secret shrines to their god in the hidden bowels of
the cities of Blackmere, as well as in dank caverns beneath the earth. Supposedly, Seth was cast from Celestia by Altius for
attempting to slay his elder brother many centuries ago. Since then, his name has been stricken from prayers and books of
worship, but is still whispered in curses and warnings of damnation. The faithful of Altius often claim that the Order is linked
to the faith of Erynis, lumping the two groups together under the banner of "evil."
A strange new faith that has existed in Blackmere for only a few generations is the worship of Kamella [kuh-MEHL-uh] the
Luckbringer. Supposedly brought by priests from across the Sea of Tempests, this faith is like nothing seen before in Blackmere.
Despite having no permanent shrines or temples, the "guerrilla-style" preachings of Kamellans (as her priests are called) have
successfully spread the faith among hundreds, if not thousands, across Blackmere.
The dwarves of the setting usually worship Moradin, though a few have joined the faith of Altius. All elves worship
Anaerynsia, though this goddess has no clerics, only druids and rangers devoted to her faith. Halflings have no unique deities,
instead worshipping human gods.
Some smaller, regional cults also exist, including the various Beast Cults (worshippers of specific animal totems), the mysterious
Fireshapers, and others, but these are generally very small and/or limited to a small territory of influence. In addition, the
barbaric peoples of the frozen north and distant south no doubt have their own pagan gods as well.

Alignment Domains Favored


Deity
Weapon
Altius Highfather, Ruler of the Gods LG Good, Law, War Spear (any)

Metron, Benefactor of Trade LN Law, Knowledge, Travel Quarterstaff

Aasandra, Protector of the Home NG Good, Healing, Protection Mace

Seth, the Dark God NE Death, Evil, Magic Dagger

Kamella the Luckbringer CN Chaos, Luck, Trickery Rapier

Erynis/Anaerynsia, Goddess of Nature N n/a Quarterstaff

Moradin, God of Dwarves LG Earth, Good, Law, Protection Warhammer

Races of Blackmere
My overriding goal in adapting the standard character races of D&D for my Bloodlines campaign was to give each race a clear
role in the setting. This was really a twofold task.
First, I wanted to pare down the number of sentient humanoid races present in the game world from the more than a dozen in
the Monster Manual to about a half-dozen. This in turn helped me accomplish the second half of the job, which was to make
each race unique and different from the others present.
I started the task by looking at the core character races presented in the Players Handbook. Since I wanted the bulk of the
characters to be of a similar age, I wanted to favor the shorter-lived races over those with long lifespans. Humans would be my
default dominant species, though they would be relatively "new" to this area of the world. Theirs would be the Kingdom of
Blackmere, a nation built up by settlers from the ancient and decadent Empire of Tarsis (a name I shamelessly "borrowed" from
Monte Cooks exceptional Ptolus campaign).
Human Game Data: As Players Handbook.

Along with humans, I thought that halflings would make a strong addition to the game world, giving starting characters
another option while still being in the same age range as their human comrades. Enamored by the Players Handbook-inspired
vision of halflings as clannish wanderers, the halflings of Bloodlines would be a culture without a land of its own, adapting and
fitting into whatever roles the human society would offer. Most halfling clans are wandering bands of performers, taking what
they can and surviving on the fringe.
Halfling Game Data: As Players Handbook, with the following additions:
A halfling character gains a bonus feat of Skill Focus in one of the following skills: Appraise, Perform, Tumble, Use Rope.
Halflings do not gain the normal +1 bonus to saving throws.
Perform is always a class skill for a halfling, regardless of class.
Both rogue and bard are favored classes for halfling.

Since I had a clear picture of the role of elven society in the settinga culture reluctant to face its lessening power and influence
I definitely had to make a place for them. Thus was born the Forest Kingdom of Brithonen, its boundary marked by the ever-
shrinking extent of the largest forest on the continent. But even as their beloved forest receded seemingly before their eyes, the
elves would not easily relinquish their role as a dominant force in the land.
Elf Game Data: As Players Handbook, with the following additions:
Elves suffer a 5 penalty to Bluff, Diplomacy, and Gather Information checks made against humans, representing that
races innate distrust of elves.
Elves gain a +5 bonus to Concentration and Spellcraft checks. This represents their innate focus and magical talents.
Despite the cooling relations between the elves and humans of the setting, half-elves are not an uncommon sight. To encourage
their presence, I stretched the definition of half-elf to include any character of human descent with significant elven blood in his
or her ancestry. Thus, while some half-elves might indeed have an elven parent, most would have to trace back to their
grandparents, great-grandparents, or even further in order to find someone of elven blood. But despite this, half-elves have no
place in Blackmere. They are too human to fit into elven society, and yet the humans see them as untrustworthy outsiders.
Half-Elf Game Data: As Players Handbook, with the following additions:
Half-elves suffer a 2 penalty to Bluff, Diplomacy, and Gather Information checks made against humans and elves.
Neither culture fully trusts these half-blooded characters.
Half-elves gain a +2 bonus to Concentration and Spellcraft checks. They have inherited some of their elven ancestors
magical aptitude.
The natural counterparts to the elves in any D&D campaign are the dwarves, and Bloodlines would be no different. Like the
elves, the height of dwarven influence in the lands has passed, and now only a single dwarven kingdom, Undermountain,
survives. But rather than sit quietly in their dark caves like the elves in their shrinking forest, the dwarves ventured out into the
human lands, creating the basis for the artisan middle class in many cities. Content to go about their crafts, the dwarves mere
presence among humans has allowed them to have a greater influence on the world at large than the xenophobic elves.
Dwarf Game Data: As Players Handbook, with the following additions:
Dwarves suffer a 2 penalty to Dexterity, not to Charisma. Their stout bodies make dwarves poor athletes and limit their
coordination.
Dwarves may use Disable Device to disable stonework traps, just as a rogue can.

In this limited setting, I had no place for gnomes. I was comfortable with the dwarves occupying the bulk of the engineering-
and craft-based occupations, and halflings filled the niche of the trickster. Thus, the gnomes got the axe from the Bloodlines
campaign.
My cutting of races didnt stop there. Not only did I want each of the core character races to have an individual and unique
culture, but I wanted the same for my "monster" humanoid races. After much thought, I decided to focus on the goblinoid races.
Goblins became my "savage tribal" humanoid race, harrying human towns but rarely becoming a significant threat, while their
larger cousins the hobgoblins became the primary foe of the good-aligned races. The hobgoblins even got their own kingdom of
sorts: the Ten Tribes, a loose-knit group of hobgoblin clans ruling a swath of the Shard Mountains (the border between
Blackmere and its parent empire, Tarsis). Twice in recorded history, a powerful warlord has united the Ten Tribes to sweep
down upon the eastern frontier of Blackmere and wreak havoc, but each time they were turned away by the united front of
humans, elves, and dwarves.
With the hobgoblins occupying my primary evil humanoid niche, I had little use for orcs (and thus no half-orcs). Though I like
gnolls and lizardfolk, I didnt have a place for them in Blackmere. For subterranean races, I chose kobolds (since I wanted to
keep the central struggle in Sunless Citadel) and troglodytes (though these are rarely seen above ground). I havent really
ventured into aquatic cultures, so there may or may not be merfolk, sahuagin, and/or locathah. Finally, the role of hobgoblins
as "high man" on the goblinoid totem pole left no room for bugbears . . . for now (more on that in a later column).

Geography of Blackmere
The Kingdom of Blackmere, while old by human terms, is quite young in the eyes of the elves and other long-lived races.
Founded nearly one thousand years ago by the legendary King Augustus I, the Kingdom of Blackmere united four warring
provinces into a single political entity that stretched from the Sea of Tempests to the Shard Mountains, and from the Frozen
Lands to the Southern Sea.
Today, Blackmere is a truly cosmopolitan kingdom. Highways link the major cities, esteemed universities teach modern
theories of science, war, and magic, and the Royal Army patrols the lands to ensure the safety of Blackmerans everywhere. King
Augustus VII is in his 20th year of rulership of Blackmere, and remains hale and hearty well into his fifth decade of life. Despite
his peoples wishes (and, if stories are true, at least four wives), he as yet has no male heir. His only child, Princess Claudia, is
nearly 30 but has never married.
Because of the starting characters relative isolation, their knowledge of the history of Blackmere is limited to what theyve
learned from locals and travelers passing through Great Rock. Still, the following timeline is considered "general knowledge"
that any Blackmere citizen would possess.

Timeline
(PK=Pre-Kingdom; BR=Blackmere Reckoning)
c.4300 PK: Empire of Tarsis founded.
c.900 PK: Human settlers from Empire of Tarsis arrive in area now known as Southern Province. Town of Utharic founded on
the shore of the Great Mere.
c.600 PK: Powerful dragon named Blackmere settles near city of Utharic. Establishes city as his protectorate.
34 PK: Augustus born in town of Donorum in Northern Province.
1 PK: Mighty dragon Blackmere slain by Augustus in the depths of the Blood Marsh.
0 BR: Four Provinces united as Kingdom of Blackmere. King Augustus I crowned by Archbishop Justus III. Utharic renamed
Blackmere City.
1 BR: Construction begins on Royal Palace. Except during wartime or plague years, construction will continue until present
day.
5 BR: Royal Academy of War founded
63 BR: Pact of the Glittering Caves signed between humans of Blackmere and dwarves of Undermountain, ensuring peace
between the two kingdoms.
188189 BR: Infernal Years. Hundreds of gateways to the pits of Hell open, freeing hordes of demonic creatures to rampage
across the lands. Thousands slain before demons turned aside by cooperative efforts of legendary wizard Tann Daultay and
archbishop Eirtae.
319 BR: Border dispute with elves of Brithonen results in several skirmishes. Resolved peacefully by Melean Accord.
433452 BR: First Goblin War. High King Barakk of hobgoblins leads army of goblins and hobgoblins against Blackmere.
Barakk slain by Valius Harking, paladin of the Royal Army, during Battle of the Black Sun (so named for the solar eclipse that
occurred that day). It is estimated that the goblinoid population is reduced by nearly 40% as a result of these battles.
478480 BR: Great Schism wracks the Church of the Highfather. Growing anti-Erynis sentiment within Church splits the
faithful. Worship of Earth Mother banned by Church.
c.510 BR: Ordo Templi Sethis (Order of the Temple of Seth) founded.
511 BR: Altian Purge executes hundreds of traitors within the Church of the Highfather.
621624 BR: The Plague Years. Nearly one-third of Blackmeres population dies in less than four years. Entire city of Iego lost to
plague; never resettled.
756759 BR: Tarsician War. Empire of Tarsis declares war against Blackmere in attempt to "reclaim" the four provinces.
Tarsician army lays siege to Blackmere City for six months before the death of Emperor Xullan of Tarsis ends war.
807 BR: Town of Great Rock founded. First sheriff assigned by King Tyrrhenius III.
912 BR: First Kamellan priests appear in Blackmere.
974979 BR: Second Goblin War. King Julian IV falls in battle; his son crowned King Augustus VII and leads Royal Army to
victory. Despite Blackmeres victory, tensions (and skirmishes) continue to present day.
995 BR: Reginald Grimsmythe appointed Sheriff of Great Rock.
998 BR: The original Bloodline Saga. The Great Rock heroes avert a plan from infernal forces.
1011 BR: The campaign begins.

Outside the Kingdom


While the characters knowledge of Blackmere is limited, they have even less information about those areas beyond its borders.

Brithonen
This elven kingdomsaid to be even older than the Empire of Tarsisis completely contained within the borders of Blackmere,
which has led to strained relations. In the early years of Blackmere, raiding parties from Brithonen were common sights in
settlements near the great forest. The Melean Accordnamed for the druid, Melea, who brought the two peoples rulers
together for negotiationguaranteed the elves sovereignty over their woodland home.
Today, the elves of Brithonen maintain an uneasy peace with Blackmere. Despite the Accord, many woodsmen still hunt within
elven territory. Some claim that the elven kingdom no longer truly exists, and that only a scattering of the faerie creatures still
roam the lands.

The Frozen Lands


The arctic lands to the north of Blackmere are largely desolate, as few creatures can survive the bitter cold. Still, a few tribes of
barbarians eke out a meager existence here, hunting great elk, polar bears, and other large creatures.

Sea of Tempests
So named for the many storms that blow in off its waters, this vast body of water forms the western border of Blackmere.
Despite its poor weather, the seas bounty of fish lures many a fisherman to ply its waters.
It is said that strange, exotic lands lie across the sea, though few travelers cross it (in either direction)the distance and hazards
are enough to dissuade any but the most insistent.

Shard Mountains
This range of jagged peaks forms a natural border between Blackmere and the aging Empire of Tarsis. Only a few passes allow
any access between the two nations, which has contributed to the relative lack of strife between them. The Ten Tribes claim a
large area of these mountains, and often control access to the passes. The area between the territory of the hobgoblins and
Blackmere is a no-mans-land called the Goblin Frontier. Humans and hobgoblins alike tend to stay out of this area to avoid
risking confrontation with the other race.
The Monastery of Light is nestled in a high, hidden valley in these mountains. All monks in Blackmereand indeed, perhaps
all monks on the entire continentcan trace their training back to this enlightened center of learning.

Southern Sea
This warm-water sea is ringed by a number of coastal trading ports. Merchant vessels of every size sail its waters. Of course,
wherever there are merchants, there are pirates, and tales of the legendary corsairs of the Southern Sea are told across
Blackmere.

Empire of Tarsis
This decadent empire lies to the east of Blackmere, across the Shard Mountains. According to stories, Emperor Xullandi has
ruled the empire for nearly two and a half centuries, ever since his father, Xullan, died during the Tarsician War. It is whispered
that foul magic keeps the ancient emperor alive, if barely.
Despite its decline, the Empire still maintains a military strength that is second to none on the continent. Were it ever to be
united in a single cause, it could topple any king or emperor it targeted.

The Ten Tribes


The collective name for the various tribal nations of hobgoblins that live in the Shard Mountains. Twice in recorded history the
Ten Tribes have united under a single overlord to do battle with Blackmere; both times, the humans (with help from the
dwarves and elves) have turned back the hordes of goblinoids.

Kingdom of Undermountain
This sprawling dwarven kingdom exists entirely beneath the Shard Mountains and its foothills. At its height, the shining cities
of Undermountain glowed with a beauty unrivalled by anything crafted by human hands.
Today, the dwarves power remains strong, though not so great as in the past. Many of their cavernous cities have been
deserted or overtaken by foul creatures from even deeper beneath the earth. Still, the dwarves are a force to be reckoned with,
and their craftsmanship is as legendary as ever.
Thanks to the Pact of the Glittering Caves, Blackmere and Undermountain have enjoyed friendly relations for nearly a
millennium. In return for grain, lumber, and other goods supplied by the humans, the dwarves ensure a steady stream of iron,
silver, gold, and finely crafted weapons and jewelry.

The Town of Great Rock


The town, located along a trade route that skirts the eastern shore of the Sea of Tempests, was named for the enormous stone
monolith that stands just offshore, a bit to the south of the village. Some legends claim that this 300-foot-tall stone mound marks
the resting place of Erynis, the Earth-Mother (a nature-oriented faith that fell into disfavor over a thousand years ago). Strange,
unexplained sightings of ghostly manifestations or faerie creatures, as well as a higher-than-normal occurrence of sorcerous
blood in local children, seem to lend credence to such claims.
There are a few dozen families living in or around Great Rock. Most derive their living from the local fishing industry (either as
fishermen, boatwrights, sailmakers, or at any of a number of other crafts related to boats and fishing). The town also has a small
(but well-regarded) smithy, a mill, an inn, a stable, and many of the other craftsmen and amenities one would expect from a
hamlet of this size. Though too small for its own detachment of the Royal Army, the town can muster a militia of nearly 100
able-bodied men in times of need, led by the Master at Arms (a former sergeant of the Royal Army who retired after the Second
Goblin War).
In fact, the only true presence of the Crown in Great Rock is the sheriff, Reginald Grimsmythe. As a distant cousin of the kings
brother-in-law, Grimsmythe was appointed the position several years ago by royal proclamation after the last sheriff (another
distant cousin) was found dallying with one too many daughters of the local townsfolk. Though out of place in Great Rock, the
egotistical Grimsmythe seems to have the best interests of the town at heart . . . most of the time.
The village of Great Rock is far enough away from the Blackmere City (the kingdom's capital) that only a few townsfolk have
ever visited that great metropolis. On rare occasions, Royal Army patrols march past on their way to more important places, but
in general, the hamlet is left alone to find its own way.
Though surrounded on three sides by thick woods (including the Pine Hills to the east), Great Rock is relatively free from
dangerous predators. Wolves are occasionally heard howling in the distance, and from time to time a bear wanders near the
village, but thats about it. Stories are still told around the fire about the time, many years ago, when the heroic huntsman
Dagmar Culloden slew a vicious troll that was preying on townsfolk.

Great Rock: A Walking Tour


Heading south from Stormpoint along the Coastal Road, the first glimpse you get of the town of Great Rock is Hadrien Mill,
standing on the northern bank of Elk Creek. The Here, logs sent downriver from Pine Hills are cut into lumber. Most head north
to the shipyard at Stormpoint, though the town builds its own fishing vessels here. In addition to cutting lumber, the mill also
grinds Great Rocks meager supply of farm-grown grain into meal.
Erik Hadriens family has owned and operated the mill for three generations, though that legacy may end with the current
owner. Hadrien, in his late 40s, lost his wife and three children to a goblin raid nearly 20 years ago and has never remarried.
Should Hadrien die without an heir, it is likely that Bannier, the towns carpenter, will take over. Bannier, who lives just across
the bridge from the mill, is Hadriens best friend. Also a widower, the 42-year-old Bannier has two sons about your age. His
elder son, Brosen, is 18 years old, strong, and proud of bearing. Hes also prone to fits of rage, which he often takes out on those
smaller than him. The younger son, Colier, is 16 and works in Hadriens Mill. Hes pretty friendly, though he generally keeps to
himself.
The next building you see is the Wayfarer Inn, which caters to visitors passing through town. The Inn has been owned and
operated by a woman named Gwenevier since well before you were born. She has no family, and some townsfolk think shes a
bit odd. Still, she runs a fine inn, and her stables are always clean and well-kept. The Wayfarer is probably the best place in
town to hear rumors about the outside world, though your parents discourage you from hanging around there. Too many
strangers, they say. Its not good to fill your head with such strange tales.
The main source of such tales is the young minstrel Allanlaigh. Though not exactly a strangerhes lived at the Sheriffs manor
for three years nowhe certainly isnt like the folks who have grown up in Great Rock. Exceptionally charismatic (and no
doubt the object of the fantasies of women young and old), some say that Allanlaigh has a touch of elven blood in him.
Gweneviers stablemaster, Dolan, is a quiet, sullen man. Youve rarely heard him utter more than a few words at a time, and he
prefers tending the horses to interacting with other people. Not much of a surprise, with his looksyou and your friends joke
that when the Highfather was passing out beauty, Dolan must have been brushing the horses. Still, he runs a fine stable with
the help of Druga the stableboy.
Just past the Wayfarer is the Church of the Highfather. Despite many locals steadfast (if quiet) respect for the ancient ways,
church services are well-attended. No one wants to draw the attention of Vicar Lyceus, the pious (if overbearing and
outspoken) representative of the Church in Great Rock. The vicar was assigned to Great Rock only two years ago, and you have
the feeling that the young cleric would prefer a larger congregationperhaps in Stormpoint or another good-sized town. Still,
hes always fair-minded, if occasionally too strict for your tastes. His only acolyte at this time is the young Duran Fortnite,
whose mother runs a farm south of town. The church building also serves as a town meeting hall when large gatherings are
needed.
Passing a few cottages, it is your senses of hearing and smell that first recognize the next two significant buildings. The constant
ringing of Dietrics hammer against the anvil is a familiar sound, as his smithy seems to operate almost every hour of the day.
Though most of his work is mundanetools, horseshoes, nails, and suchyou know hes capable of fancier work, as indicated
by the coat of chain mail hanging near the entrance, and the fine longsword carried by the Royal Warden Parniel. Before he
settled in Great Rock as a blacksmith, Dietric served in the Royal Army. Youve heard that he fought in the Second Goblin War,
though never from Dietric himself. From time to time, Dietric is visited by dwarves from the distant mountains, and the ornate
warhammer hanging in honor above his mantel signifies a friendship that runs as deep as the roots of the mountains
themselves. His apprentice, Jarvis, is a hardworking lad training to become a warrior.
Your sense of smell leads you to the rustic structure across the road from the smithy: Wilhelms Tavern. This dimly lit alehouse
is the townsfolks favorite location for drinking and sharing tales. The mighty age-blackened beams holding up the roof are said
to be hewn from an ancient oak from deep in the hills, and the great fireplace can burn nearly a full trees worth of wood in a
single cold night. The taverns owner, Wilhelm Conradsson, spends every evening either behind the bar or mingling with
guests. His wife, Gunnar, is nearly as tall and sturdy as Wilhelm himself, and just as friendly. Though not native to Blackmere,
the Conradssons have lived in Great Rock so long that the townsfolk dont even seem to notice their thick accents. The smoked
meats, fine beer, and delicious breads served here make any visit a treat. The barmaid, Saebra Osburn, seems immune to the
charms of even the boldest suitor.
After a few more simple log homes, you find yourself outside the towns general store. Tannen Osburn, the proprietor, is a
stern man with little patience for the nimble fingers of potential young thieves. More than one of your friends has received a
tongue-lashing for forgetting to pay for an apple or piece of candy. His wife Adrien helps run the store, while his son Jarvis
works in the smithy. The boys twin sister, Saebra, is a barmaid at Wilhelms Tavern.
A number of small shops and homes are clustered near the southern end of town. Landen, the cobbler, lives with his wife
Dierdren (who works as a seamstress) and his lovely young daughter Cariene. The dwarf Alethek runs a small apothecary. The
stonemason, Santoro, settled here only a year ago and is looking for a young wife.
The last building on the road before it climbs toward the Sheriffs manor is a rickety, two-story home that appears to have been
designed by a blind architect and built by a drunken carpenter. This weatherbeaten structure is home to Steidel, an eccentric
painter, scribe, and retired wizard. Though he puts up a gruff exterior, those who know him better are greeted with twinkle in
his eye. Young Seth McCullin studies under Steidel, though the lads curiosity, impatience, and nimble fingers seem to suggest
that wizardry isnt his ultimate destiny.
Standing on a high bluff overlooking Great Rock is the Sheriffs Manor. The current sheriff, Reginald Grimsmythe, is a recent
appointee of Darien Avan, Duke of the Western Province. A distant cousin of the King, Grimsmythe hails from Blackmere City
but seems to enjoy overseeing the small village. His wife Laera seems to have little taste for the rustic life, and rarely leaves the
manor. Their two daughters, on the other hand, often mingle with the townsfolk, teasing local lads with their untouchable
status. Noeva, the elder daughter, is in her early twenties. Her long blonde hair, blue eyes, and musical voice make her the envy
of most other women. Marlae, a mere 17 years old, has short dark hair, green eyes, and a wiry frame. A tomboy by nature,
Marlae isnt afraid to knock down those who are too friendly toward her.
Another important resident of the manor is Parniel, the Royal Warden. Tasked by the king himself to protect the coastal
wilderness, Parniel is a tracker and hunter of great skill. Though technically independent of the sheriffs rule, Parniel lives in the
manor out of respect for Grimsmythes authority. He spends little time there, however, as he is prone to long treks through the
green hills of the region.
A small detachment of the Guard is stationed at the manor, though it would be insufficient to protect the town at large. Instead,
the town raises a militia when threatened.
South of town are a scattering of small farms, including those of the Fortnite and Findalson families. These raise enough grain
and vegetables to keep the town supplied with basic foodstuffs, though a single poor growing season can be catastrophic. The
townsfolk supplement these farms harvests with occasional shipments of food from Stormpoint and other cities.

Outside of Town
The most prominent landmark, of course, is the monolith that gives the town its name. Perhaps more important, if not as
physically significant, than the Great Rock is the Lighthouse, which warns sailors of the dangerous rocks to the north of town.
Its operator, Mourde, is a recluse; he hasnt ventured to the mainland in nearly two decades.
About a half-mile east of the Coastal Road and a mile south of town is a small, semi-hidden shrine to Erynis. Despite the
Churchs preeminence, many townsfolk still pay homage to the Earth Mother, praying to her for good weather and safe return
from long fishing voyages. The shrine is tended by the druidess Darnae, who keeps a low profile on her occasional ventures
into Great Rock. Though Lyceus undoubtedly knows of her existence, he seems to have chosen to ignore the presence of the
pagan shrine.
A few miles south of town along the beach cliffs are the South Caves, a group of shallow tidal caves. Many conflicting stories
are told about these caves and their past inhabitants. Some claim they were a pirate sanctuary, while others insist that they hide
a secret entrance to an underground dwarven city. Still others warn that they are a portal to the underworld. Today, they are
just the occasional home of an old hermit named Seridan, who wanders north from time to time to beg for scraps.

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