Difference between revisions of "Krakker's Crag"

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== Krakker's Crag ==
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= Krakker's Crag =
 
A small mining and trading outpost with to the North of Grimstrech, with a tavern and general store as well as workhouse (mercenary employment). Where the party starts their campaign. Named as such due to the first Dwarf who founded the settlement on a deposit of iron many moons ago – Denus Krakker, the outpost lies of a raised rocky outcrop with a few sparse shacks surrounding 3 main structures vaguely sheltered amongst the remains of an seemingly ancient defensive wall.
 
A small mining and trading outpost with to the North of Grimstrech, with a tavern and general store as well as workhouse (mercenary employment). Where the party starts their campaign. Named as such due to the first Dwarf who founded the settlement on a deposit of iron many moons ago – Denus Krakker, the outpost lies of a raised rocky outcrop with a few sparse shacks surrounding 3 main structures vaguely sheltered amongst the remains of an seemingly ancient defensive wall.
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[[File:Krakkers_Crag.jpg|400px]]
  
 
== Places ==
 
== Places ==
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== The Lawhouse ==
 
== The Lawhouse ==
−
Outside - The only building in town that has more than 2 floors, this small fortress is built almost entirely out of large, cleanly cut stone blocks save for a wooden wing running down one side of the building. The windows on the ground floor are barely arrow slits, and the entrance is enclosed by 2 very large wooden doors with dense metal strips running down them as reinforcement. The upper floors have windows, but they all have thick, heavy set wooden shutters on them.
+
==== Outside ====
 +
The only building in town that has more than 2 floors, this small fortress is built almost entirely out of large, cleanly cut stone blocks save for a wooden wing running down one side of the building. The windows on the ground floor are barely arrow slits, and the entrance is enclosed by 2 very large wooden doors with dense metal strips running down them as reinforcement. The upper floors have windows, but they all have thick, heavy set wooden shutters on them.
  
−
Inside - The wooden doors open out into a small walled courtyard, with defensive postings set around the courtyard for the occupiers to watch over who comes and goes very carefully. On the other side of the courtyard are 2 ornate iron doors, with artistic carvings and archaic runes running the length of them. Inside is a fairly large, high ceilinged hall with a carved stone desk being manned by 2 dwarves on one side. The room is mostly empty, aside from wooden benches that line the side of the hall, and two large, handle-less doors set into the wall behind the desk (they go down into the prison).
+
==== Inside ====
 +
The wooden doors open out into a small walled courtyard, with defensive postings set around the courtyard for the occupiers to watch over who comes and goes very carefully. On the other side of the courtyard are 2 ornate iron doors, with artistic carvings and archaic runes running the length of them. Inside is a fairly large, high ceilinged hall with a carved stone desk being manned by 2 dwarves on one side. The room is mostly empty, aside from wooden benches that line the side of the hall, and two large, handle-less doors set into the wall behind the desk (they go down into the prison).
  
−
Patrons - Sven and Dren, brothers whose family have always been lawmen. Both slight for dwarves, with very well kept beards.
+
==== Patrons ====
 +
Sven and Dren, brothers whose family have always been lawmen. Both slight for dwarves, with very well kept beards.
  
 
== The Market ==
 
== The Market ==
−
Outside - A large, multi-domed sandstone building with a stout, wide chimney rising from one side which slowly billows thick plumes of white smoke. Numerous scents and sounds beckon from within, through the two large curved doors that mark the entryway. A pair of dour looking bugbears with dark leather hauberks stand guard at either side of the door, both wielding menacing looking halberds and ever-watchful of all who come to do business in The Market.
+
==== Outside ====
 +
A large, multi-domed sandstone building with a stout, wide chimney rising from one side which slowly billows thick plumes of white smoke. Numerous scents and sounds beckon from within, through the two large curved doors that mark the entryway. A pair of dour looking bugbears with dark leather hauberks stand guard at either side of the door, both wielding menacing looking halberds and ever-watchful of all who come to do business in The Market.
  
−
Inside - Initially, the plethora of sights, sounds and smells are slightly overwhelming in here, your sense are buffeted with everything from odd animalistic yips and whelps to tantalising aromas of freshly roasted meat, with constant bartering and arguing forming the background. When you manage to collect yourselves and look around, the design of this building puts you in mind of an old auditorium, with multi-tiered wooden platforms built up from the ground to form the central bazaar. The tiers are full of stalls exhibiting a surprisingly wide selection of wares considering the location of Krakker's Crag. A large brightly covered curtain covers an archway to the side, with small plumes of multi-hued smoke billowing out every time someone passes through.  
+
==== Inside ====
 +
Initially, the plethora of sights, sounds and smells are slightly overwhelming in here, your sense are buffeted with everything from odd animalistic yips and whelps to tantalising aromas of freshly roasted meat, with constant bartering and arguing forming the background. When you manage to collect yourselves and look around, the design of this building puts you in mind of an old auditorium, with multi-tiered wooden platforms built up from the ground to form the central bazaar. The tiers are full of stalls exhibiting a surprisingly wide selection of wares considering the location of Krakker's Crag. A large brightly covered curtain covers an archway to the side, with small plumes of multi-hued smoke billowing out every time someone passes through.  
  
−
Through the curtain - Passing through the curtain, the mixture of aromas you smelled from the bazaar intensifies and hits your nostrils like a sledgehammer. You notice that the multitude of smoke wafts are coming from the stalls in the center of the room, surrounding the large stone chimney which extends through the roof, with small opening sets intermittently about its edge. The stalls in this section focus on spice, fabric and dye but tucked into a corner you notice one stall in particular that stands out from the rest - an oddly colored mixtures of fabric adorn this stall, with the proprietor being a small gnomish man wrapped entirely in multi-coloured strips of fabric forming a robe that seems to undulate as if in a constant, slight breeze.
+
==== Through the curtain ====
 +
Passing through the curtain, the mixture of aromas you smelled from the bazaar intensifies and hits your nostrils like a sledgehammer. You notice that the multitude of smoke wafts are coming from the stalls in the center of the room, surrounding the large stone chimney which extends through the roof, with small opening sets intermittently about its edge. The stalls in this section focus on spice, fabric and dye but tucked into a corner you notice one stall in particular that stands out from the rest - an oddly colored mixtures of fabric adorn this stall, with the proprietor being a small gnomish man wrapped entirely in multi-coloured strips of fabric forming a robe that seems to undulate as if in a constant, slight breeze.
  
 
== The Pish Inn ==
 
== The Pish Inn ==
−
Outside - A surprisingly well kept building built almost entirely of stone and a very dark wood, presumably of Dwarven design – the ingenious idea of having the stables underground along with the ale cellar and store room is clearly defensive, and all of the windows have thick, heavy set wooden shutters on them.  
+
==== Outside ====
 +
A surprisingly well kept building built almost entirely of stone and a very dark wood, presumably of Dwarven design – the ingenious idea of having the stables underground along with the ale cellar and store room is clearly defensive, and all of the windows have thick, heavy set wooden shutters on them.  
  
−
Inside - The inn consists of one main room, filled with numerous sets of tables and chairs (of varying heights and sizes) and a large smoothly-carved stone bar starting from the far wall and extending a few feet into the room before looping back. To either side of the room are ornately carved stone staircases, leading up to a balcony that runs the along the entirety of the first floor, with doors intermittently set into the wall (presumably leading to the chambers for hire) and overlooking the bar and drinking area below.
+
==== Inside ====
 +
The inn consists of one main room, filled with numerous sets of tables and chairs (of varying heights and sizes) and a large smoothly-carved stone bar starting from the far wall and extending a few feet into the room before looping back. To either side of the room are ornately carved stone staircases, leading up to a balcony that runs the along the entirety of the first floor, with doors intermittently set into the wall (presumably leading to the chambers for hire) and overlooking the bar and drinking area below.
  
−
Patrons - Mostly miners and mercenaries, a good mixture of races as the inn's fairly large and accommodating. Some looks to the door as you enter, others are utterly engrossed in their merriment. Groups of note:  
+
==== Patrons ====
 +
Mostly miners and mercenaries, a good mixture of races as the inn's fairly large and accommodating. Some looks to the door as you enter, others are utterly engrossed in their merriment. Groups of note:  
 
• The Huntahz - A hardy looking band of heavily tattooed orcs, none of whom are wearing anything more advanced than heavy, patched together hides, they all carry short, jagged javelins that are seemingly rusted over on the tips with a strange green hue. Their leader (Nok) wears a red wolf pelt as a cloak and has a large, angry looking scar running the length of his face.
 
• The Huntahz - A hardy looking band of heavily tattooed orcs, none of whom are wearing anything more advanced than heavy, patched together hides, they all carry short, jagged javelins that are seemingly rusted over on the tips with a strange green hue. Their leader (Nok) wears a red wolf pelt as a cloak and has a large, angry looking scar running the length of his face.
 
• Brekker's Boys – A grizzled group of dwarves, all drinking from large flagons of ale with large, imposing war-picks resting at their sides. Their leader is a heavily muscled dwarf with dark, matted hair with an impressively large beard and there's a streak of white running the entirety of his beard and hair. You notice he has two thick-rimmed pistols holstered across his back, and a variety of small pots, jars, small satchels and hide bags lining his belt. Boke Brekker – the leader of Brekker's boys, the Dwarven sappers.
 
• Brekker's Boys – A grizzled group of dwarves, all drinking from large flagons of ale with large, imposing war-picks resting at their sides. Their leader is a heavily muscled dwarf with dark, matted hair with an impressively large beard and there's a streak of white running the entirety of his beard and hair. You notice he has two thick-rimmed pistols holstered across his back, and a variety of small pots, jars, small satchels and hide bags lining his belt. Boke Brekker – the leader of Brekker's boys, the Dwarven sappers.
Line 35: Line 46:
  
 
== The Smithy ==
 
== The Smithy ==
−
Outside - An oddly shaped, stone walled building with a mixed thatch and wood roof forms the main section of this building, with a slowly slanting lean-to protruding from one side, open to the elements on one side. Under the lean-to, you spy the assortment of tools and fixtures one would expect to find at a smithy - a dark, well-worn anvil sits in the center with a large stone hearth built into the wall nearby. A tired set of bellows is connected to the side of the hearth, linked to a foot pedal set into the floor beside it via a set of pulleys and lever that can only be of dwarven design. Protruding from the wall next to the doorway into the smithy is a cleanly-hewn slab of dark stone, with a variety of hammers and other tools hanging from neatly ordered hooks set into the wall above the table.
+
==== Outside ====
 +
An oddly shaped, stone walled building with a mixed thatch and wood roof forms the main section of this building, with a slowly slanting lean-to protruding from one side, open to the elements on one side. Under the lean-to, you spy the assortment of tools and fixtures one would expect to find at a smithy - a dark, well-worn anvil sits in the center with a large stone hearth built into the wall nearby. A tired set of bellows is connected to the side of the hearth, linked to a foot pedal set into the floor beside it via a set of pulleys and lever that can only be of dwarven design. Protruding from the wall next to the doorway into the smithy is a cleanly-hewn slab of dark stone, with a variety of hammers and other tools hanging from neatly ordered hooks set into the wall above the table.
  
−
Inside - This plainly furnished room is clearly one designed only for the necessities - a counter stands to one side, with shelving lining the walls and the occasional display cabinet dotted about the place. The shelving is mainly covered with tools, components and furnishings, whereas the few display cabinets contain what appear to be equipment. A leathery-skinned, dark eyed human mans the counter, talking to a pair of scruffy half-orcs.
+
==== Inside ====
 +
This plainly furnished room is clearly one designed only for the necessities - a counter stands to one side, with shelving lining the walls and the occasional display cabinet dotted about the place. The shelving is mainly covered with tools, components and furnishings, whereas the few display cabinets contain what appear to be equipment. A leathery-skinned, dark eyed human mans the counter, talking to a pair of scruffy half-orcs.
  
−
Patrons - Zlee, the clerk of the smithy, dressed in a simple yet clean yellow and brown tunic, with a small belt containing coin pouches, keys and a small ledger. Not the owner, that's Rork Ironbelt - the smithdwarf himself.
+
==== Patrons ====
 +
Zlee, the clerk of the smithy, dressed in a simple yet clean yellow and brown tunic, with a small belt containing coin pouches, keys and a small ledger. Not the owner, that's Rork Ironbelt - the smithdwarf himself.
  
 
== Sneed Plonston's House ==
 
== Sneed Plonston's House ==

Latest revision as of 14:14, 4 February 2018

Krakker's Crag

A small mining and trading outpost with to the North of Grimstrech, with a tavern and general store as well as workhouse (mercenary employment). Where the party starts their campaign. Named as such due to the first Dwarf who founded the settlement on a deposit of iron many moons ago – Denus Krakker, the outpost lies of a raised rocky outcrop with a few sparse shacks surrounding 3 main structures vaguely sheltered amongst the remains of an seemingly ancient defensive wall.

Krakkers Crag.jpg

Places

The Lawhouse

Outside

The only building in town that has more than 2 floors, this small fortress is built almost entirely out of large, cleanly cut stone blocks save for a wooden wing running down one side of the building. The windows on the ground floor are barely arrow slits, and the entrance is enclosed by 2 very large wooden doors with dense metal strips running down them as reinforcement. The upper floors have windows, but they all have thick, heavy set wooden shutters on them.

Inside

The wooden doors open out into a small walled courtyard, with defensive postings set around the courtyard for the occupiers to watch over who comes and goes very carefully. On the other side of the courtyard are 2 ornate iron doors, with artistic carvings and archaic runes running the length of them. Inside is a fairly large, high ceilinged hall with a carved stone desk being manned by 2 dwarves on one side. The room is mostly empty, aside from wooden benches that line the side of the hall, and two large, handle-less doors set into the wall behind the desk (they go down into the prison).

Patrons

Sven and Dren, brothers whose family have always been lawmen. Both slight for dwarves, with very well kept beards.

The Market

Outside

A large, multi-domed sandstone building with a stout, wide chimney rising from one side which slowly billows thick plumes of white smoke. Numerous scents and sounds beckon from within, through the two large curved doors that mark the entryway. A pair of dour looking bugbears with dark leather hauberks stand guard at either side of the door, both wielding menacing looking halberds and ever-watchful of all who come to do business in The Market.

Inside

Initially, the plethora of sights, sounds and smells are slightly overwhelming in here, your sense are buffeted with everything from odd animalistic yips and whelps to tantalising aromas of freshly roasted meat, with constant bartering and arguing forming the background. When you manage to collect yourselves and look around, the design of this building puts you in mind of an old auditorium, with multi-tiered wooden platforms built up from the ground to form the central bazaar. The tiers are full of stalls exhibiting a surprisingly wide selection of wares considering the location of Krakker's Crag. A large brightly covered curtain covers an archway to the side, with small plumes of multi-hued smoke billowing out every time someone passes through.

Through the curtain

Passing through the curtain, the mixture of aromas you smelled from the bazaar intensifies and hits your nostrils like a sledgehammer. You notice that the multitude of smoke wafts are coming from the stalls in the center of the room, surrounding the large stone chimney which extends through the roof, with small opening sets intermittently about its edge. The stalls in this section focus on spice, fabric and dye but tucked into a corner you notice one stall in particular that stands out from the rest - an oddly colored mixtures of fabric adorn this stall, with the proprietor being a small gnomish man wrapped entirely in multi-coloured strips of fabric forming a robe that seems to undulate as if in a constant, slight breeze.

The Pish Inn

Outside

A surprisingly well kept building built almost entirely of stone and a very dark wood, presumably of Dwarven design – the ingenious idea of having the stables underground along with the ale cellar and store room is clearly defensive, and all of the windows have thick, heavy set wooden shutters on them.

Inside

The inn consists of one main room, filled with numerous sets of tables and chairs (of varying heights and sizes) and a large smoothly-carved stone bar starting from the far wall and extending a few feet into the room before looping back. To either side of the room are ornately carved stone staircases, leading up to a balcony that runs the along the entirety of the first floor, with doors intermittently set into the wall (presumably leading to the chambers for hire) and overlooking the bar and drinking area below.

Patrons

Mostly miners and mercenaries, a good mixture of races as the inn's fairly large and accommodating. Some looks to the door as you enter, others are utterly engrossed in their merriment. Groups of note: • The Huntahz - A hardy looking band of heavily tattooed orcs, none of whom are wearing anything more advanced than heavy, patched together hides, they all carry short, jagged javelins that are seemingly rusted over on the tips with a strange green hue. Their leader (Nok) wears a red wolf pelt as a cloak and has a large, angry looking scar running the length of his face. • Brekker's Boys – A grizzled group of dwarves, all drinking from large flagons of ale with large, imposing war-picks resting at their sides. Their leader is a heavily muscled dwarf with dark, matted hair with an impressively large beard and there's a streak of white running the entirety of his beard and hair. You notice he has two thick-rimmed pistols holstered across his back, and a variety of small pots, jars, small satchels and hide bags lining his belt. Boke Brekker – the leader of Brekker's boys, the Dwarven sappers. • Thorgad, the bartender - A stout, dour and bawdy looking dwarf with a thick braided beard mans the bar. There is a large, heavily made dwarven shotgun hanging above the bar behind him.

The Smithy

Outside

An oddly shaped, stone walled building with a mixed thatch and wood roof forms the main section of this building, with a slowly slanting lean-to protruding from one side, open to the elements on one side. Under the lean-to, you spy the assortment of tools and fixtures one would expect to find at a smithy - a dark, well-worn anvil sits in the center with a large stone hearth built into the wall nearby. A tired set of bellows is connected to the side of the hearth, linked to a foot pedal set into the floor beside it via a set of pulleys and lever that can only be of dwarven design. Protruding from the wall next to the doorway into the smithy is a cleanly-hewn slab of dark stone, with a variety of hammers and other tools hanging from neatly ordered hooks set into the wall above the table.

Inside

This plainly furnished room is clearly one designed only for the necessities - a counter stands to one side, with shelving lining the walls and the occasional display cabinet dotted about the place. The shelving is mainly covered with tools, components and furnishings, whereas the few display cabinets contain what appear to be equipment. A leathery-skinned, dark eyed human mans the counter, talking to a pair of scruffy half-orcs.

Patrons

Zlee, the clerk of the smithy, dressed in a simple yet clean yellow and brown tunic, with a small belt containing coin pouches, keys and a small ledger. Not the owner, that's Rork Ironbelt - the smithdwarf himself.

Sneed Plonston's House

Ever so slightly larger in size than his neighbour's house - which is a point of immense pride, but with a slightly smaller garden.

Norn Blauksley's House

Ever so slighly smaller in size than his neighbour's house, but with a slightly larger garden - which is a point of immense pride.