Ferryport

Ferryport Final M BielaczycFerryport was built during the age of kingdoms over 1000 years ago. As part of the old kingdom of Endamas, it was a hub for riverbound trade and the central marketplace for the kingdom. It was built by the dwarves, with an extensive sewer system and 30 foot high walls guarding its perimeter. The city grew large and extended past the walls, stretching from the Forest of Kaelnor to the Altros plains to the north. During the Aradan War and the years that followed, the city suffered many setbacks. The worst was the great plague that beset the city 400 years ago. The city suffered greatly and over half of the population perished. The northern part of the sewer system, which was past the city walls, were blocked off and turned into catacombs. In the following years, the plague had several resurgences, keeping the population low and causing a citywide panic. Thankfully, it has been over 60 years since the last outbreak.

 

Today, the city is repopulated and thriving, though many empty places can still be found throughout the city proper. The southern areas beyond the city walls have become the main farmlands of the area and trade ships now travel the river regularly. Ferryport swears no allegiance to the kingdoms of Jaeldor or Bordon, though lying between the two kingdoms and being such a valuable trade route warrants its protection from other outside forces.

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Despite this time of prosperity, the city finds itself in turmoil as Lord Glycyn, baron of the city, was deposed. The city now scrambles to rebuild its government. Representatives from the neighboring kingdoms have come either to help or to hinder the process, and the political climate is quite volatile and uncertain. The anxiety of the political class has spilled into the common class, lending an edge to the city’s mood, despite its recent economic growth.

For many generations, Ferryport had been ruled by the Glycyn family. But nearly year ago, the ruling baron, Filac Glycyn, was found guilty of treason and imprisoned deep in the dungeons of what was once his own castle. Since that time, the Guildmasters of Ferryport have dedicated themselves to reforming the city so that it is ruled by a council of elected officials. While they struggle to form a cohesive government, Ferryport has become a center of hope, intrigue, treachery, and upheaval.

With the loss of the lord and the guildmasters scrambling to put together a government, most surrounding powers have sent delegations to Ferryport. Each has its own agenda, and many Ferryport citizens feel each has its own conspiratorial intents.

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Ferryport Locales:

  • Rivenhall Castle
  • Church of the One
  • Southgate Inn
  • Sanctum of the Gods
  • Free Ferry
  • Southgate
  • Center Ferry
  • Sarach Taras
  • Gertra’s Herbs
  • The Market
  • Drui’ Park
  • The Hole
  • Silas Monta’s Estate
  • Shaded Quarry
  • Skyline Gate
  • Cutlass Tavern
  • Drunken Grin Tavern and Inn
  • The Red Snapper
  • Dirt Market
  • Lord Jim’s
  • Alveon’s Alchemical Shop
  • The Undermeet
  • Gray Market
  • Dirt Market
  • 555 The Hovel

Merchant Houses of Ferryport

  • House Bale
  • House Bleigh
  • House Glycyn
  • Gonzali Merchant Family
  • The Muddy Bank Ship Company
  • Mazzia Trade Company
  • Setting Sun Trade
  • Hunt Brothers Caravans
  • Gades Trade

Ferryport Personalities

Ferryport Seven

The seven heroes who saved Ferryport from the plot of now displaced Lord Glycyn.

After saving the city, the seven have mysteriously disappeared.

  • Milentus
  • Saria
  • Jyrek
  • Mingus
  • Nizan
  • Krimson

Fort Uliest

An Uthgard fort between Kowal and Ornund.

Gades Trade

Gades is an older trade company, that owns most of the warehouses in Ferryport, and makes most of its money off of small fees helping goods find their way to the correct buyers.

Gonzali Merchant Family

The Gonzali Family come from the southern part of Ish, the port town of Merata. They run most of the merchandise from Ish into the Westlands. They also own a large portion of the Oriilot farms along the river.

Grael Ograin

 

Role in Story: Minor, Archeon guardian and husband of Biena.

Occupation: Archeon of the Watchers

Physical Description: Tall, broad, solid

Personality: Stoic, quiet until engaged, strategic.

Habits/Mannerisms: Laughs quietly after making small jokes or puns. 

Background:

 

Grael is tall, his shoulders holding his worn iron armor as if it is never taken off. A woolen gray cloak hangs from straps that criss cross his broad chest. At his waist a wide leather belt and a long thin blade sit easily, both worn with travel and use. Dark eyes that seem to take everything in, memorizing flaws and strengths, rest in his pensive face. He seems a quiet stoic man, until you have a couple glasses of rye and he will regale you with tales of past strategists, recite lore from ancient philosophers, or beat you at a game of eyes; all followed by his comforting laugh.

 

Grael is an archeon from the Tower, who spent his early years growing up in the farmlands of Olsztyn. He was always enthralled by magic, though he had no ability with it. When his reached a proper age, his father gave him permission to study at the Tower of the Watcher, which is the school for archeons. He learned quickly, and spent most of his time training and studying, never choosing to watch over a wizard or leave on a hunt, until Biena visited. She came to gain control over her wylding magic when she was in her late 20th cycles. He was drawn from his studies for the first time since his youth. She enjoyed the advances and attention from the younger archeon, and they became romantically entangled. When she gained the position of Luminar and left the Tower for the road with her old Wanderer companions, Grael came with her.

Internal Conflicts:

External Conflicts:

Notes:

Legacy Items:

  • Sword of Orgrain – A slim rapier passed down since the Aradan War, Grael’s father gave him this sword when he left for Eredar. Critical range 18-20, +1 to hit and damage.
  • Cloak of the Hunter – A cloak given to Grael when they helped a tribe of Losvari elves in the Wastes. 1 DR, +4 to Thievery checks with hiding, or sneaking.

Character Sheet:

  • Race: Human
  • Age: 45
  • Class/Level: Archeon 5/Ranger 1
  • Challenge Rating: 5
  • Size: M
  • Handed: Ambidextrous
  • Languages: Uthgardian, Common
  • Initiative: +3

 

Defense

  • Hit Points: 60 (6 HD)
  • Armor Class: 20, touch 13, 17 flat-footed (+3 DEX, +5 Armor, +1 Shield, +1 Natural, )
  • Saves: Fort +7 Ref +8 Will +6
  • Sanity:
  • Weaknesses:
  • Fears: Loss of Biena

 

Offense

  • Speed: 20′
  • Base Attack: +6/+1
  • Melee: Masterwork Rapier (Legacy Weapon) +10/+5 (1d6+3/18-20), Dagger +8/+3 (1d4+2)
  • Ranged: Dagger (Thrown) +9/+4 (1d4), Composite Longbow +9/+4 (1d8+2)
  • Special Attacks:

Statistics

  • Abilities: STR 14, DEX 16, CON 15, INT 12, WIS 10, CHA 10
  • Skills: Acrobatics +4, Athletics +4, Awareness +4, Endurance +2, Knowledge +3, Persuasion +1, Survival +3, Thievery +5
  • Talents: Advantage, Rapid shot
  • Special Qualities: Favored Enemy, Magebane, Magic Sense, Spell Shield, Track

 

Equipment

Name QTY LBS

Masterwork Rapier (Legacy Weapon)               1 2 lbs. Special: +2 to CritRange, +1 enhancement bonus to hit and damage

Breastplate                                     1 30 lbs.

Buckler                                         1 2 lbs.

Arrow (20)                                      1 0 lb.

Backpack                                        1 2 lbs.

Blanket, winter                                 1 3 lbs.

Candle                                          1 0 lb.

Chain (10’)                                     1 2 lbs.

Flint and steel                                 1 0 lb.

Grappling hook                                  1 4 lbs.

Hammer                                          1 2 lbs.

Lock (good)                                     1 1 lb.

Mirror, small steel                             1 0.5 lb.

Manacles                                        1 2 lbs.

Rope, silk (50’)                                1 5 lbs.

Sack                                            1 1 lb.

Soap (per lb.)                                  1 1 lb.

Tent                                            1 20 lbs.

Torch                                           1 1 lb.

Waterskin                                       1 4 lbs.

Whetstone                                       1 1 lb.

Dagger                                          1 1 lb.

Composite Longbow (3 lb.)

 

Total Weight Carried: 87.5 lbs.

Current load:         Medium

 

Encumbrance

  • Light: 58 lbs.
  • Medium: 116 lbs.
  • Heavy: 175 lbs.

Grand Ballroom

A large dance hall in the Nobles Quarter of Ferryport. It is frequented by the influential and powerful. You must have an invitation or be a member to attend any function.

Gray Market

Ferryport is a port town. Everything that enters the harbor for sale has its tariffs and taxes applied before it leaves the ship. But things often find their way into the city by other means, bypassing those legal fees. The Grey Market is how those smugglers offload wares. It is never in the same place twice, often switching from derelict house to derelict house in Fish Town. Some believe that the Kantori family runs the Gray Market, but no one has ever proven these accusations.

For all the things that can be found in the city’s main markets, some things are better bought in the shadows. The Gray Market is where these things can be found for the right price . . . if you can find it. The Market is located in the sewers below Fish Town. The right amount of silver coins in the right hands will open the way for those seeking hard to find or illegal merchandise.

Great Chasm

The rift in the mountains along the Aerlon River near the Barren Sea. It was created during the Great War by the destructive magics used.