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 king’s 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 that’s 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 Rock’s meager supply of
farm-grown grain into meal.
Erik Hadrien’s 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 town’s carpenter, will take over. Bannier,
who lives just across the bridge from the mill, is Hadrien’s 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. He’s 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 Hadrien’s Mill. He’s 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 she’s 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. “It’s 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 stranger—he’s lived at
the Sheriff’s manor for three years now—he certainly isn’t 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.
Gwenevier’s stablemaster,
Dolan, is a quiet, sullen man. You’ve 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 looks—you 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 congregation—perhaps in Stormpoint or another good-sized town.
Still, he’s 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 Dietric’s 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 mundane—tools, horseshoes, nails, and such—you know
he’s 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. You’ve 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: Wilhelm’s Tavern.
This dimly lit alehouse is the townsfolk’s 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 tree’s worth of wood in a single cold night. The
tavern’s 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 don’t 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 town’s 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 boy’s
twin sister, Saebra, is a barmaid at Wilhelm’s 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 Sheriff’s 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 lad’s curiosity, impatience, and nimble fingers seem to suggest
that wizardry isn’t his ultimate destiny.
Standing on a high bluff
overlooking Great Rock is the Sheriff’s 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 isn’t 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 sheriff’s rule, Parniel lives in the manor out
of respect for Grimsmythe’s 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 hasn’t 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 Church’s 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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Geography of Blackmere
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The Adventure Begins