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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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Next: The Adventure Begins

All material copyright Andy Collins 2001-2007.