Ruler:
Threshold is ruled by the Patriarch Sherlane (Baron Harlan), from his lakeside castle of Tarnskeep.
Population:
5000.
Customs and the Laws:
Within town limits, no magic-user magic may be cast. Punishments for offenders who are caught are taken before the town 's
clerical court for trial.
Patriarch Sherlane has declared that Threshold should be a lawful town where the townsfolk can walk the streets without fear
of attack. To this end, the only weapons which may be carried are daggers, swords (excluding two-handed swords) and staffs.
Prohibited weapons are confiscated by the town's guards (a receipt is issued to the owners) and kept in the town hall. The
weapons are returned when the owners leave the town (they are escorted to the gate by a cleric).
Though the wearing of armor is not against the law, it is frowned upon. Adventurers can enter or leave the town wearing armor,
but are not expected to wear it for shopping expeditions or sight-seeing! Town guards will repeatedly question someone in
armor about their business. If characters are heading out of town to do something, fine, but if they're just wearing armor
because they are too paranoid to take it off, the guards will gradually become convinced that characters are up to no good
and haul them in for questioning, or be escorted back to their respective dwellings.
If the characters are determined to disobey local authority, Patriarch Sherlane and his daughter Aleena will step in (with
high-powered friends if necessary; they don't tolerate lawbreakers in this town).
Threshold is a very big town for its population. Except for Fogor Isle, its not a tight-packed, dirty, squalid town; by
Baron Haralan`s decree, no house may be built within 50 feet of another, and so Threshold is spread over a large area, filled
with nice homes usually surrounded by vegetable gardens and livestock pens.
-Points of Interest-
Fishermen's Village:
A small (population 1,000) fishing village fronts Lake Windrush and is the source of most of the fish in Threshold's markets.
Fishermen's Village consists of a collection of wooden structures, some built out over the docks. A number of small boats
and barges are kept for further travel upriver.
Fogor Isle:
The island is connected to the rest of Threshold by two stone bridges, and serves as the main port and warehousing section
of Threshold. Despite the best efforts of the patriarch, the Thieves' Guild still exercise considerable influence here. During
the day, the thieves keep a low profile, but after dark, the Isle is fully under Guild control and the city guard doesn’t
dare venture across the bridges onto Fogor Isle after dark. The patrons of any tavern can tell the PCs that this area of town
is shunned by most law-abiding citizens, since it is "unofficially" under the control of the local thieves' guild.
The island was largely built up before the ruler’s decree about close housing was passed. The streets and alleys of
the isle are dark and dingy. It is, therefore, like any other city’s tenement district-close, squalid buildings, narrow
streets, and numerous opportunities for crime. There are many flourishing businesses here some legal, many not. Numerous inns
are found here as well as various dens of vice which cater for all manner of interests.
Small groups of characters (1-3) walking the streets at night are likely to be accosted by groups of thugs. Even during the
day, members of large groups (6+) are likely to have their pockets picked by a high level thief.
The residents of Fogor Isle look after their own, and the town guards, if called during the day, only escort characters out
of the area, they do not make arrests anymore. The last group to try, never made it back over North-bridge.
Old Mill
On the north end of Fogor Isle is the Old Mill was destroyed by fire 25 years ago, but the blackened ruins still sit on the
north end of Fogor Isle, having never been knocked down. Numerous giant insects make their home here from time to time and
must be cleaned out periodically by either adventurers (when they are available) or the city guard.
Lodging and Entertainment
The Black Jug Tavern:
A favorite_"adventurers' hang-out'' in the town, the Black Jug turns a blind eye to weapons and magic violations, provided
they do not attract the attention of the Watch. AIeena Halaran, the baron's niece, has been seen within its common rooms,
often wearing a hooded robe to maintain an illusion of secrecy, to meet with adventurers.
Tavern keeper: Sergei Ivanevich
Patrons: Poorer Commoners, Dmitri Sergeiov
Quality: Below Average
Claim to fame: Gambling, dark brew
The Crossed Swords:
The inn presents a depressing picture of neglect. The painted sign of two crossed broadswords hangs crookedly from a rotten
support. This former "adventurers' hangout" on Fogor Isle was closed years ago after a virulent disease killed its staff and
many of its patrons, but rumors swirl that criminal organizations still use the building as a meeting place.
All the windows are boarded up on the outside. The roof is sound, and the chimney has been bricked up. The door, however,
is stout and solidly padlocked.
Loggers Village:
This is an encampment of loggers operating the nearby woods; about 1000 loggers live here. This camp has its own wood-mill,
replacing the Old Mill (see below).
Old Town:
Temple; Church of Karameikos
This tall cathedral, topped by sky-arching spires in the Thyatian style, is the patriarch’s domain, built near the town
hall. He oversees a contingent of 20 lesser priests and sees to the spiritual needs of his flock. Adventurers requesting spells
are expected to pay for them (regular worshipers only pay a nominal donation). The cost of spell-casting is 100gp per level
of spell; spells up to 4th level can be cast here, any higher spells can only be cast by Sherlane at Tarnskeep. There is no
Temple of Traladara in Threshold, but a number of small shrines are maintained by lone priests.
Town Hall
This is one of the few very large stone buildings in the center of town. It’s here that town meetings are held; it’s
also here that illegal weapons are held. that public declarations are made, that trials are conducted, and that entertainments
are held. There are always guard patrols stationed here. Valuables can be left here at a charge of their value. Confiscated
weapons can be collected at any time.
The Clerical Court
The court comprises five clerics appointed by Sherlane to oversee the running of the town. It meets at the town hall, and
takes a dim view of lawbreakers. Magic-users or elves caught casting spells are punished with curses (bestow curse spell)
unless the court can be convinced that there are mitigating circumstances:
First offense: Loss of hair, skin turned green color or covered in pimples.
(cured by remove curse spell).
Second offense: Insomnia (makes rest for regaining spells impossible.
(cured by remove curse spell).
Third offense: Struck dumb.
(cured by remove curse spell).
Subsequent offenses: Indefinite incarceration below Tarnskeep.
Conventional lawbreakers (thieves, and so on) receive correspondingly more mundane sentences; ranging from fines to imprisonment
and execution.
The Town Guard
The guards are quartered at the town hall, with smaller contingents at the towns two gates and during the day, on the wharves
of Fogor Isle. At night, patrols onto the Isle cease, but there are guard posts near the two bridges, and patrols through
the main town continue.
Guard patrol boats stop and inspect all vessels approaching Threshold as well. River guards have the same statistics as town
guards.
The purpose of the guard is to maintain law and order, not to terrorize the local citizenry or visitors. They do not usually
harass people with a good reason and are normally jovial and well meaning.
Characters acting suspiciously will, however, be stopped and questioned; characters with 'illegal' weapons will be asked politely
to hand them over and told they can reclaim them from the town hall when they leave.
Patrols consist of six fighters led by a sergeant (perhaps Arthol himself). The guards on the gate are very observant, but
do not reveal "confidential information" unless they are bought a few drinks.
They may be encountered on the main streets or on side streets. In the event of any disturbance, the local citizenry can call
out the guard.
Personal Services
Cardia's Carpet Service
Those in a hurry may wish to consider Cardia's Carpet Service. She is a well-known elf with a flying carpet (heavily armed,
and rumored to contain pockets of holding). She can take up to 2 passengers, but reservations are required. The cost is 2
gp/person/mile for 2 passengers, or 5 gp/ mile for one. The journey from Threshold to Specularum can be flown in one day.
She also makes regular trips to Kelven, Selenica, and even Kerendas, but rarely stops at Krakatos and never goes to Luln or
Fort Doom. (Cardia knows the routes and danger spots well, averaging 90 miles/day with one rider, 50 miles/day with two.
She is well-armed with wands and spells, and is very hard to catch. She may be hired per day for a flat fee of 500 gp. Any
character with a carpet may set up a competing business, but runs severe risks from monsters and hijackers.)
Lodging and Entertainment
The Hook and Hatchet
Pressed flat up against the Old Town Wall (the thick line that runs parallel with the new town wall and surrounds the town
hall) is the tavern called the Hook and Hatchet.
This is the inn favored by Sgt. Arthol and most of the guards (when off-duty!).
Innkeeper: Callinian Perakarius
Patrons: Sgt Arthol and town guards, Cardia, less-boisterous commoners
Quality: Above Average, food is popular among patrons.
Claim to fame:
Ruins:
North of Threshold, on the shore of the lake, are the ruins of some ancient town; stone walls still stand in places, and pieces
of rubble dot the landscape. There are even hard-to-find openings to buried catacombs which are still open. This used to be
a Hutaaka village, centuries ago; no one in Threshold could identify it as being nonhuman work, however.
Tarnskeep:
This is the Baron Halaran`s castle- a small, sturdy fortress, with a single curtain wall with four towers and a large manor
house. The manor has a dungeon beneath it- a real dungeon where prisoners are kept, not a haven for monsters.
The Duke's Galley and Elven guard come once each month, dropping off supplies and picking up taxes, furs, and other items.
A passenger boat comes once a week. The lake dam prevents boats from going upriver from the town.
New Town: a.k.a. (The Mainland)
The Mainland, or the “Main,” is the newer part of Threshold, and, as such, its residents obey the baron’s
decrees. The Main itself is divided by the Old Town Wall, which now has been riddled by so many gates and openings that it
seems more as a point of interest than a reasonable defense. The Old Town Wall area harbors most of the legitimate businesses,
while personal dwellings and estates lie between it and the new wall.
Lodging and Entertainment
Gold Dragon Inn
Innkeeper: Anthemio Paphcaris Busiest inn in Threshold
Patrons: Commoners and adventurers
Quality: Good
Claim to Fame: Best place to hire adventurers and hear rumors of local treasures.
Juggling Ogre Inn
Innkeeper: Willington Stough
Patrons: Clifton Caldwell, merchants, commoners
Quality: Good
Claim to fame: Attracts the best bards in town
Weir and Dam:
The dam was built to keep boats from being able to travel upriver from Threshold; the Baron sees that as the prerogative of
Threshold residents only. The weir- a small screen of a dam which is used to catch fish- is used by Threshold fisherman; it
can be dragged aside, and is, whenever logs are coming downriver from the logging camp north of Lake Windrush.
-Commerce-
Trade boats bring supplies and provide rides to the Capital once a week.
Merchant parties also visit, but rarely. The following items are shipped by boat from Threshold to Specularum: Armor (leather
and shields only); Craft products (pottery, baskets, wooden items, etc.); Food (grains, fruits, etc.); Furs; Herbs, including
wolfs bane; Honey and Wax; Ice from the mountains; Magic items and Monster parts found by adventurers; Ores (a small local
business); and crude weapons.
The following items are shipped by boat from Specularum to Threshold: Trained animals (including all warhorses); Armor
and weapons; Exotic cloths (silk, velvet, etc.): from city trade; Exotic trinkets (imported from other countries); Foods (such
as sea fish); Glassware; Medicines; various Metal goods (lock mechanisms, pots & pans, spoons, hardware, etc.); Metals not
found locally (tin, copper, etc.); News; Oil (whale, olive, and others); Parchments and inks; Potions (though rarely); Salt
(bagged or in blocks); Spices; Steel Tools; Wine and Ale; and visitors, traveling entertainers, and occasional government
officials.
Since the items in the second list must be shipped up-river from the Capital, the prices are higher than those listed on
the equipment list which do apply when shopping in Specularum. For shopping in Threshold, the cost of "imported" items should
be raised by 50-100%. All boats and ships (except rafts) must be ordered from Specularum, and are not available in Threshold.
-Travel from Threshold-
Characters who wish to travel on foot may take any route, but it is safest and fastest to follow a trail. One trail follows
the river, leading southeast to Kelven. The trade route between Specularum and Selenica passes through Kelven; the well-worn
riverside trail leads south (through Krakatos) and north (to the small mountain outpost of Highdell, at the river's beginnings).
A rarely followed trail leads east from town, winding into the hills (leading to the gnomish mines). No trails lead north
or west.
Those who wish to ride the weekly trade ship to Kelven (a 2-day ride) may purchase their tickets at Tarnskeep (20 sp per
person). From there, a daily boat goes to Krakatos (a 2-day trip, 10 sp/person), and continues to the Capital (a 1-day trip,
for 3 sp/ person). Traffic between Krakatos and Specularum is heavy, and a regular passenger boat leaves twice daily. On all
ships, any animal counts as 2 men, and a wagon as 5.
|