Fantasy Location: The Hidden Island

Fantasy Location: The Hidden Island

The Hidden Island is normally avoided by ships. It lays in the deep sea, surrounded by a pod of kraken. The island itself has two buildings on it. Both are submerged just a few feet under the water, so are a bit of a navigation hazard, especially during storms.

The two buildings are ancient temples. Each has a sundial inside centered inside. If someone moves one of the dials, they will hear a rumbling sound.

One dial actually raises the island out of the sea. Once it’s out of the water, it instantly starts growing plant life. Within six to eight hours the island is fully revegetated like it was never underwater. Once the island is out of the water, the second sun dial opens a previously hidden door. This dial does nothing if the island is still under water.

This opens into a Dwarven Village which has a secret passage down into the Underdark. The Dwarven city is unnamed and empty.

From the Dwarven City passages in the Underdark eventually lead to a drow city of 3000. It sits upon an huge underground sea. If someone manages to get to the middle of the sea, there is a huge whirlpool that goes upwards to the ocean. Entering the whirlpool takes someone to the ocean surface. During storms the whirlpool reverses and instead sucks objects from the sea above down in to the caverns.

Fantasy Location: The Bolt Hole

Fantasy Location: The Bolt Hole

It’ll take a rogue to or elf character to notice a hidden door in a back alley down near the docks.

Opening it reveals a lasciviously appointed ante-chamber. Directly across from the entrance is another door – heavily barred and spell warded. Next to it is posted a tattered piece of parchment that says “Cant get in Cant get out Enter to Come Go to Leave” After the secret word is said in Thieves Cant, the door opens.

Inside is a butler who says “Very Good, Sir. Welcome to The Bolt-Hole. May I show you to a table, or would you prefer to sit at the bar?”

The bar serves only the finest wine and food. The clients here are well off, and it’s obvious that a lot of covert and underground business gets done here. The room is well appointed, and several mean looking, but well mannered guards keep the riff-raff out. They are usually able to talk most situations down before having to resort to violence. A small stage at the end hosts dancers, bards and other entertainment at night, but is empty during the day.

Plot Hook:
On stage is a very gorgeous half-elven dancer. She notices the PC, and smiles and winks at him. After wards she comes up and says “Buy a lady a drink?” Her name is Kim Starlight and she asks what he’s doing in town. Eventually she’ll get around and say “Last time Captain Borloff was around he gave me a map to hold onto until he came back with gold. But since he’s in jail, and unlikely to be getting my gold anytime soon.. I’m willing to sell it for what he owes me. 250 gold pieces.” The Map shows a way through the rocks, and rough seas to the South East . The End Point is literally a big X. She knows nothing else about the map nor what it’s supposed to show.

A good location could be the Hidden Island.

Location: Village of Edward’s Fields

Location: Village of Edward’s Fields

The Village of Edward’s Fields sits at a T-Intersection between two roads that are both trade routes. The main road goes East to West, and the other road travels South.

The village consists of two Inns, one right at the Intersection called Ebony Hearth, the other on the “edge” of the village on the Southern Road is named simply “South Inn.” South Inn is the bigger and better of the two, while the Ebony Hearth serves low quality food and is quite drafty.

There is also a Stable that buys and sells horses, manufacturers and sells tack, and repairs wagons. The stable has room for up to fourteen animals. Two of  the stalls are frequently occupied by animals from a local farmer that are for sale.

Next to the stable is a small blacksmith shop. The blacksmith, Olward Spothearted is young and has mediocre skills. He reluctantly took over the shop from his father who died in an accident before passing on many skills.

North of town is a large graveyard. Most of the gravestones are worn and unreadable. There are roughly ten thousand gravestones still present, but there is evidence that many more are missing. Local rumors say that it’s the final resting place of a defeated great army.The same rumors also state that the graveyard is home to witches, goblins, vampires, ghouls and all sorts of other beasts. Yet there has not been an actual sighting of any such things in known history.

Next to the graveyard entrance is a small church. It has room for about twenty worshippers. Near the entrance is a small room for a priest. One wall has a built in bookshelf and another has a small fireplace setup for cooking and heating. The church is kept clean, but is not dedicated to any one god.

North of the Graveyard lives Nelshell the Witch. She is little more then a hedge wizard who knows some herbs and healing. She lives very simply, her hut is dug into the side of a hill. The front walls are old sticks and branches laid next to each other. The door a simple piece of scrap canvas to keep out the weather.

On the Southern side of town, past the South Inn are two tobacco farms. The smaller one on the west side is about two acres in size. At each corner of the field is a small, ancient, statue of a man with a long mustache in prayer. The statues face inwards. A small farm house is next to the field, but as far away from the road as possible.

Across the South Road is a larger farm of ten acres. No farm house or statues are in evidence, and the overall field feels shabbier then the one across the road. There are evident gopher and squirrel holes, along with many weeds.

Adventure Seeds:

  • The Southern Road suffered a washout some time ago and has stopped being used as a trade route. This leaves the Southern Inn with little to no business. Rumors say that the washout was not a total accident though.
  • Acting on Rumors of Evil in the Graveyard, an Militant Order of Paladins takes over the small church. The Villagers are not too happy about it, and are not believed when they tell the Paladins there is no evil there. The Paladins begin to suspect that the Villagers are in on the Evil.
  • The smaller tabacco farm grows much better quality products then the larger one directly across the road. The owner of the larger field decides that the small statues bless the smaller field and thus plans to steal them.
  • Nelshell the Witch is more then she seems. She is actually a powerful Wizard who has been hiding out for many years. Upon rumors that her former rivals are coming through Edward’s Fields, she plans to take over the body of a young girl living nearby with one of her remaining magical artifacts to change her identity and continue hiding.
  • Evil is present in the Graveyard. Each night the two opposing sides battle each other in ghostly form. The former losers can only be satisfied by having their bodies properly buried. Unfortunately they were buried in a mass grave.
  • Olward Spothearted never wanted his father’s Blacksmith shop. He wanted to be an adventurer, or at least a soldier. One night as he’s cleaning the shop, he finds a hidden compartment. Inside is a glowing longsword, and there just happens to be a merchant in town who is short of Guards.
  • Locations: Garnoc’s Gloves

    Locations: Garnoc’s Gloves

    Garnoc is one of Trizol’s premier gloves makers. His shop is located in the city of Newhaven Crossing. His clientele are mostly nobles and rich military officers. He has experience in making a wide variety of leathers into functional and good looking gloves.

    Garnoc himself is getting on in age and currently has two apprentices working for him, twin brothers named Markoos and Harkoos. These apprentices stand to jointly inherit the shop when he dies. Although both are very skilled and handle the bulk of the orders coming through the shop, Garnoc has not yet sponsored them to the Guild.

    The shop is on the corner of Dragon’s Rest and an unnamed alleyway. It’s a small two story affair that is well kept up. In the back it shares a common area with several other shops and houses. It also shares a dirty stable with the inn next door, although Garnoc does not have any animals at this time.

    When entering from the front door, gloves are neatly arranged on shelves. They are sorted by material, size and color. Each pair is left unfinished so that they can be custom fitted to the customer. A glass case against one the interior wall also serves as a sales counter. Displayed inside are some of the more exotic materials, including a set made from black dragon leather. All gloves are masterwork in quality but confer no other game stats unless created to do so by another NPC or PC at DM’s discretion. Prices range from 7gp for basic leather riding gloves to 600gp for the black dragon ones.

    A door way covered with a simple curtain separates the front from the workshop in back. It is about twice the size of the front showroom, about fifteen by thirty feet. Bolts of leathers of all types are neatly shelved (about 6000gp worth) along one long wall. A work bench lines the other side. All tools are in their place and the only scraps are from projects currently in progress. At the far end is a small stove for heat. Closest to the door is a comfortable chair for clients to sit in while their hands are measured for custom orders.

    Small stairs near the stove lead to the upstairs. It has been divided into four rooms. The twins share one, Garnoc has another and the other two are full of miscellaneous household supplies and broken tools from the shop below.  Garnoc has about three hundred gold hidden in his room (search 15) in various sized coins. It is protected by a magic trap (disable device 25) that freezes (DC:30 save) any would-by thieves.

    Garnoc is about 65 years old. He has a full head of greying hair but walks with a slight stoop. He is always immaculately dressed in one of six nice suits that he owns. All are several generations out of style. Over this he wears a leather apron when working in the shop.

    Stats: male human commoner; CR 3; HD 3d4+3; hp 11; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10 BAB +1;  (1d10+3/x3); AL LG; SV Fort +2, Ref +1, Will +0; Str 8(-1), Dex 10(+0), Con 12(+1), Int 11(+0), Wis 9(-1), Cha 14(+2).

    Skills and Feats: HIDE+0, SPOT+2(3), LISTEN-1, MOVE SILENTLY+0, climb+6(4), craft(leatherworking)+6(6), appraise+4(2), use rope+3(3).

    Markoos and Harkoos are identical twins. Both are dark haired, about five and a half feet tall. Their age is somewhere between fourteen and seventeen, but they’re not sure. Their parents were killed by bandits and the twins found themselves in a strange city with no support. Even Garnoc is not sure why he took them in, but they have proven to be well worth his trouble. He looks upon them as the sons he never had and is extremely proud of them, although does not show it, merely commenting upon their skills and efficiency.

    Twins stats: Human Male, Com1; CR 1; HD 1d4+1; hp 5; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10 BAB +0; Melee club +3 (1d6+2); AL LG; SV Fort +1, Ref +0, Will -2; Str 14(+2), Dex 10(+0), Con 13(+1), Int 12(+1), Wis 7(-2), Cha 16(+3).
    Skills and Feats: HIDE+0, SPOT-2, LISTEN-2, MOVE SILENTLY+0, craft(Leatherworking)+6(4), escape artist+2(2), heal+1(4),  swim+4(2); simple weapon proficiency(club), track.

    Adventure seeds:

    • Garnoc had a falling out with the guild sometime ago. Due to his skills and Noble patronage it has not affected his business much, but with his increasing age and closing retirement the Guild is looking to change that.
    • The twins recognizes one of the bandits who killed their parents in a nearby tavern. The man has recently moved into the city, reformed his ways and taken up an honest trade. But the twins want revenge for what he did.
    • A single glove was found at the scene of a horrific crime. It is clearly one of Garnoc’s creations. The problem is he never sold that pair. Or perhaps he simply does not remember who he sold them too.
    • The night before Garnoc is set to sponsor the twins to the Guild, he dies. Some of the more jealous Guild members see this as an opportunity to take over the profitable and reputable shop. Markoos and Harkoos are distraught over this news and vow to fight however they can, but being merely apprentices, they have no standing in the Guild.
    • A mysterious woman brings in an a piece of extremely rare leather and asks for a pair of gloves. She does not give a name, but leaves an address in the Mage’s district to deliver them too. That night the shop is broken into and only that piece of leather is stolen. The Constable reports that magic, rather then thief skills were used.

    Native Americans in Portland Oregon

    The Chinook tribe occupied the area along the Columbia River from it’s mouth all the way up to The Dallas area. They lived along the Willamette, Clackamas and Lewis Rivers. Their language is split into two and possibly even three distinct languages. Lower Chinook which is spoken around the mouth of the Columbia is split into two dialects. Both dialects are unintelligible to any other Chinook dialects.

    Native Americans in Portland Oregon

    If we travel east along the Columbia River we find Kalama which is where the Kathlamet dialect was spoken. Some scholars believe to be a distinct language in itself and have classified it as Middle Chinook.

    Of the Lower Chinook dialects, Multnomah was spoken around the confluence of the Willamette and Columbia rivers which included present day Sauvie Island, downtown Portland, the South Shore of the Columbia River between the Willamette and Government Island (where present day I-205 crosses the Columbia River), and all the way west to the Lewis River.

    The last known dialect is Kiksht which was spoken south on the Willamette River to Willamette Falls at Oregon City, along the Clackamas River, and spoken around Cascades and all the way east to The Dallas. It’s possible that this dialect was also spoken along the Sandy River, but there is little information about the Chinook Tribe living full time in that area. It is possible that areas along the Sandy River were simply less habitable due to it’s original name given by Lewis and Clark – Quick Sand River. What is known for sure is that Indian trails crossed through the area connecting the Willamette Falls area to The Dallas area. Two of these trails were later used by white settlers and became known as Lolo Pass and Barlow Road. At the very least the Sandy River was used for seasonal gatherings of Huckleberry which would have necessitated temporary camps.

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    While it’s most likely the Chinooks had permanent villages, large portions of the tribes seasonally traveled throughout their range to follow food sources. While not remarked upon directly, Lewis and Clark had two different population estimates for tribes near their winter quarters. Once in winter and again in the spring. Dissenting opinions say that Lewis and Clark miscounted, or simply got more familiar with the natives in the area and made more accurate accounts the second time. This might be true if the population numbers were not so drastic, almost always doubled in every single village counted which would lend credence to the more nomadic natures of the Indians.

    The Upper and Lower Chinooks had slighly different diets. The Lower Chinooks ate a lot more marine life such as whale, clams, and other seafoods due to their locations near the mouth of the Columbia River. Both ate salmon, sturgeon, deer, elk, along with wapato, camas, hazelnuts and acorns. Archaeological evidence suggests that they also ate harbor seal, dog, bobcat, racoon, turtles, varieties of fresh water fish and other small animals and of course blackberries and huckleberries.

    While the Lower Chinooks were most likely visited by the Spanish as early at 1535, and would have seen Robert Gray’s Columbia Rivera enter the river in May 1792, it was not until British Royal Navy Lieutenant William Broughton sailed up the Columbia River and named Vancouver Point on October 30, 1792 that the Upper Chinook were first visited by white men. Even then it seems they were for the most part ignored, even though Chinook Canoes accompanied the Lieutenant up the river.

    Small pox epidemics ravaged the Chinook by the time Lewis and Clark made their own observations. The first epidemic is reported to have happened in the 1770’s and the second in 1801. This makes it unclear as to who or where the epidemics came from. It’s possible that it was passed among the different nations, British ships sailing and trading along the coast, or French Canadian Trappers who passed it on. What was clear even to Lewis and Clark is that the native population had been drastically reduced by the time they visited.

    Between Lewis and Clark’s visit, and the arrival of the Hudson Bay Company who built Fort Vancouver across the river in 1824-1825 there is little evidence of European visits to the inland tribes around the area of Portland. There had to have been visits though, Fort George (formerly Fort Astoria,) had been founded in May 1811. Located as it was at the head waters of the Columbia River, and thus in the Chinook Territory, the fur trappers and Natives traded pelts and probably even married.

    The next few years probably saw drastically increased trade with the local Chinooks, especially those of the Multnomah speaking villages. By 1829 retired French Canadian trappers were definitely traveling through the area to settle further up the Willamette River at what is now called Champoeg.

    1843 saw the initial inklings of the founding of Portland. William Overton and Asa Lovejoy filed a claim over an area known to locals at the time as “The Clearing.” The Clearing had been a Chinook village at one time, and there was even corn already growing. The village and tribes name are unknown to us now, but this location is right about where Burnside and 1st Street/Naito Parkway are now.

    Between 1851 and 1856 settlers and Indian Agents managed to get the Chinook to (in most cases unwillingly) move to reservations. Even afterwards they were still blamed for killings and animosity towards settlers, even though it many cases it might have been the settlers fault. Today the remains of the Chinook Tribes are integrated into the Confederated Tribes of Siletz Indians.

    Links:
    Portland : Cultural resources protection plan for Columbia South Shore
    Lewis and Clark Journals
    The Chinook Indians: Traders of the Lower Columbia River (Civilization of the American Indian Series)
    Siletz Indian History