THE CITY OF NORVIK
Situated on the flood plains of the Delimbyr River and built against the side of a low hill, Norvik is a small, walled community dominated by the small castle of the local duke. The city is sparsely inhabited but strategically located where the High Road crosses the Delimbyr River on the north side of the ford.
This self-styled city is a town of about 2000 folk. This number does not include soldiers, mercenaries, adventurers or merchants passing through….just permanent residents. The town is the largest center of civilization on the lower half of the Great Glacier, south of the Thunderspire Mountains. It is home to human craftsmen and merchants, and a handful of folk of other races. There are about 20 farming hamlets within a day’s walk of Norvik (15-20 miles), each of which is home to around five families. Each hamlet has a fortified building where the residents retreat in case of humanoid or barbarian raids. There are also isolated farms and a few estates of minor nobility. In all, about 2000 additional people depend on the Norvik market for goods they can’t make themselves. Norvik has three major geographical divisions. The first area is the town itself, which fills the western half of the walls. The second region is somewhat higher than the town and is known as the Commons, which is nothing more than a large pasture. The third area, located at the center of the Commons, is the castle of the Duke of Norvik. Much of the castle has been recently rebuilt by a family of dwarves, making it somewhat more majestic and splendid than might be expected of a town the size of Norvik.
Most of the town’s buildings are built on the low ground below the hill holding the castle. The area surrounding the castle is almost entirely given over to the Commons, where horses and cattle graze in times of siege or river floods. Most of the buildings are made of wood and thatch, but since dwarven families have brought their stone working skills to town a century ago, a number of people have built in stone. The duke, for instance, replaced the last wood in his castle with stone, the wall towers were rebuilt in stone, several important town buildings have been built or rebuilt in stone, and the protective walls that surround Norvik are all of stone. Most of the residences in the crowded living areas are still made of wood, and placement of these wooden structures is sometimes rearranged due to the occasional fire. Fortunately, proximity to the river allows the Watermen’s Guild to quench fires quickly.
Norvik gained its name from an incident reported to have occurred 400 years ago. A small merchant village had sprung up to trade with dwarves of the Thunderspire Mountains and tribes of uncivilized humans in the Dark Woods. One day while a dwarven delegation was in town to personally deliver a load of iron ore, a orcish tribe swept out of the forest to attack the enclave. Outnumbered 10 to 1, the allied dwarves and men fought bravely until help arrived, but nearly all were slain protecting the village and keeping the load of ore out of humanoid hands. When the battle was over, upwards of a thousand dead orcs were found strewn across the ruined and deserted countryside, but the people of the village and iron ore were safe. A consortium of merchant houses together decided to rebuild the village on the spot, only bigger, better protected with walls, catapults and ballista, and supported by mercenary troops paid for out of their own pockets. They named the town “Norvik” for the brave leader of the dwarves who fell protecting the shipment of ore and humans of the village (this also had the effect of honoring the dwarven clans, and in return the dwarven clans gave grudging respect for the humans who honored the dwarves so, a fact the Merchant Houses had counted on to help continue trade between the two races.)
After the Merchant Houses rebuilt the town, they divided up the riches of the north with each house having control over a particular export (lumber, furs, iron, gems, etc). At first several power plays caused discreet assassinations and mini-wars between noble houses over who really controlled what in town. Finally, the houses came together and agreed to appoint a “Duke” of Norvik that although ultimately answerable to them, would be independent enough to rule on territorial disputes among Houses, and would have no formal connection to any one house. A unanimous vote was required to choose one, and thus the Duke of Norvik was given nominal control over running the town and guilds. Things have gone smoothly ever since (for the most part). Over 50 years ago, a town council was formed to placate several annoyed merchants and city guildsmen who were upset they had no say in how the town was run. Although supposedly they have power to bring up issues to the Duke that he will give to the Merchant Houses for consideration, in reality they have very little power over how the town is run. This often leads to guerilla type protests that often result in actions being taken much more quickly than through the proper channels (such as all the Watermen not showing up for work one day, or all the taverns closing their door to visitors during the busy season, etc,). When this happens usually the Duke is able to get the Merchant Houses to quickly come to terms with the temperamental townspeople. So in Norvik three levels of power exists: On the lowest level, the townsfolk and through them the town council representatives; above them, the Duke who runs the town proper and reports to the Merchant Houses, who are at the top of the power pyramid. Although it seems unwieldy, this arrangement has worked well the last half century or so.
Another measure of power the Duke holds is in martial matters. The militia consists of every able bodied man in the city, and adventurers and visitors, by the charter of the Merchant Houses, can and have been deputized into helping protect the city during times of trouble. There are two other levels of military men in Norvik. The first is the Duke’s personal retinue and bodyguard, which numbers troops that are loyal to the Duke and paid for out of his pocket (the Merchant Houses used to pay this fee, but the Dagger line broke this tradition as they wanted men loyal to themselves and not to the Merchant Houses). Their main (and most of the time only) job is to protect the Duke and his family, and in times of trouble they concentrate on the defense of the castle proper. The second is a recent development, before the last orc horde attack a decade ago: the Merchant Houses have hired a permanent military force. The main force is based out of The League and is called The 3rd Company. “The Fist of the North”, as they are called in Norvik, fluctuate in number based on current conditions. In times of trouble (rumors of orc hordes, barbarian attacks, pirate raids, etc) the Company can swell to 1000 men, but most the time it consists of only a few hundred. Typically the men are rotated in and out of Norvik based on what type of contract they are signed, which is usually yearly. More and more over the years, locals have joined the 3rd Company for fame and fortune. The main loyalty of the 3rd Company is to the interests of the Merchant Houses, but obviously they are well paid to make sure any evil force is repulsed. Besides the last orc horde, the 3rd Company have served admirably in several conflicts with pirates, barbarians, humanoid invaders, and even once a small group of Frost Giants who attacked one of the outlying hamlets. Those giants were all slain, and since then there have been no incursions that deep into human lands by large humanoid forces, but the leaders of the 3rd Company realize a larger force of such creatures could decimate Norvik if accompanied by dragons or worse…
The militia, duke’s men and 3rd Company all answer to the Duke in protection of the town, and traditionally a man is appointed by the Duke to lead all three. At the time it is Llewyllen Longhand, who has had this job for many years.
The current duke, Peregrin Dagger, is the last in a long line of the Dagger family who have served the town as leader in this capacity (both his father, Powell, and his grandfather, Conan, were former Dukes of Norvik)
A lot of travelers stop in Norvik at one time or another, using it as a base to explore the whole north. Norvik strives to meet the demands of catering to adventurers, which both keeps its surrounding lands safe and keeps local merchants happy. But the primary purpose of the port town is the import and export of goods, and adventuring types should well remember this. Many times their main opportunities of employment will arise through the Merchant Houses and their needs.
Norvik is trying to be a busy metropolis, but it’s still basically a frontier area that lacks many of the advantages found in a big city. It is just not large enough, for instance, to support very many craftsmen. What’s more, some of the Norvik craftsmen aren’t quite as proficient in their chosen trade as their counterparts in larger communities.
Prices for simple items in Norvik are the same as those given in the PHB. More complex
items, such as crossbows or plate mail armor, are not normally manufactured locally. These items may be purchased from passing merchants, but the markup is considerable, typically 100%. EX A suit of plate mail, which normally costs 600 gp, costs 1,200 in Norvik, if it’s available at all. As a rule of thumb, any item costing more than 100 gp in the PHB costs double in Norvik. Most specialty items will have to be made to order at considerable cost.
There is not an alchemist per se residing in Norvik, but many of the higher level mages in town traffic in both potions and scrolls for sale. All potions are doubled in price when available, which is not often. Potions offered for sale are typically made in town by resident priests and mages. Rare components for spells are even rarer in Norvik and again cost more than usual. The only apothecary in town is a priest of the Nythiirian temple,
and his sales are part of the temple’s income.
What goods are available in Norvik? All types of clothing are for sale, although garments made of cotton or silk are high priced. Most clothing is made of wool, provided by local sheep, and leather. Items made of fur can easily be found due to the presence of many trappers and hunters selling their stock directly to buyers in town.
There are several blacksmiths in Norvik who can provide simple weapons, such as swords and axes, and household equipment. Should either weapons or armor be damaged, the local craftsmen can mend them. There is much mended finery and weaponry on the streets of Norvik, mostly dependable and reasonably priced.
Since Norvik residents largely live off the land, many farming and fishing products are available. Produce, vegetables, and meats are available in abundance at affordable prices. Animals are common in Norvik; animal care services and facilities abound.
Norvik is unusual in that unlike many towns, there are several empty residences available for rent or purchase very cheap. With the high mortality rate of the militia and troops, and the constant turning over of mercenaries, adventurers and merchants, many houses are empty at least part of the time. Anyone wanting to rent a house instead of the typical “room at the inn” can easily by accommodated. Prices range from 10 gp a month for a hovel to 100 gp a month for a nicely furnished house with several bedrooms.
Norvik is a frontier town, and thus “currency” is not always the most obvious item, i.e. coin. As a matter of fact, many items…including jewels/gems, furs, art items, and magic, are actually easier to trade/sell. Norvik jewelers are hired by the Merchant House of Gand to give them first crack at buying any unusual or unique gemstones. They are often in the market of these types of stones and adventurers coming out of the Thunderspire Mountains with sacks of gems will get their price more often than not. Likewise with interesting art or antique pieces coming from treasure hordes; most jewelry shops have forged alliances with Merchant Houses that are on the lookout for these sorts of items, and adventurers should have no problem finding a buyer. If they are able to gain the patronage of a noble house, prominent mages or priests, or the Duke himself, they can cut out the middle-men and get maximum profit for such items (this includes magical items of all sorts). Those trading such items as furs or clothing can likewise go directly to merchants who deal in these items for the best deals.
Unfortunately, those adventurers that ride into town with sacks of out of date gold, silver or copper coins (anything minted, say, over 100 years ago) will be forced to pay a fee to convert the coins into “current” currency before they can be spent in Norvik; such taxes usually run 10 percent of the worth of the coin. Anyone entering the town with out of date currency will be directed to the Moneychanger; they will be unable to spend the coin in an established business that is part of the town’s guilds until they do so. There are some merchants/innkeepers that might take money under the table; a tight relationship must be established because the penalties are severe for “fencing” gold this way: forfeiture of all gold and goods from the offending merchant, and the same from adventurers plus expulsion from the city. A second attempt will be considered treason and a death sentence will soon be on the head of the offender!
Another thing that must be considered is the power of the Merchant Houses. If a certain Merchant House loses a specific trade item or cargo due to hijack, theft, etc, it will be impossible to deal that item in Norvik without the original owner finding out. If this is the case, the Merchant House will contact the adventurers and offer a “finder’s fee”….this is typically 50-75% less than the actual worth of the merchandise. Unfortunately, the finders have little recourse than to sell the items back to the Merchant House; failure to do so will have the House petitioning the Duke to confiscate the stolen merchandise from the “thieves” who probably stole the cargo in the first place! (or so they will imply). Wise adventurers first contact a Merchant House upon locating plunder that is freshly stolen or easily traced, and before bringing it into town; often a reasonable “ransom” or “finder’s fee” can be negotiated when the adventurers have the upper hand of knowing the merchandise’s location (which is hopefully well hidden outside of town).
COMMON DETAILS AND LOCATIONS KNOWN ABOUT NORVIK:
1. Towers
The 30-foot-tall towers of Norvik are constructed of stone and firmly set on bedrock. They’re split up into three stories plus the roof on which watchers keep their lookout. Most of the area in the towers is used for storage of war gear. Off-duty militiamen often rest here.
2. Cisterns
These tall, stone structures are kept filled by the Watermen’s Guild. The water is used for the horses pastured on the Commons, as storage in case of siege or fire, and for other reasons of importance to the city council and duke.
3. Farmers’ Gate
This is the most commonly used of the city’s three gates as it’s the closest to the fields outside of town. It’s left open, except at night, and the captain of the gate must be called at those times to let in travelers. The gate is built into a broad tower and has just enough room for one farm cart to enter at a time. The gate is about 10 feet tall.
4. River’s Gate
This is the third of the city’s three gates and provides access to the Delimbiyr River and waterfront district. It’s normally open during the day and closed at night, especially during the flooding season. Like the Farmers’ Gate, there’s a tower built around it. It’s mainly used by water carriers who fetch river water for the town. What few wells there are in the town are normally kept untapped in case of siege.
5. Yellowknife’s Tower
When the mage Delfen Yellowknife came to Norvik several years ago, the north wall tower was under construction. He offered the town a large donation. and a promise of magical aid in exchange for the tower. Yellowknife has grown to love his adopted city, and he joined the militia in its defense. Over the many years he’s lived in Norvik, no one has had reason to question Delfen’s loyalty to Norvik or his mastery of spells.
The tower’s arrow ports are smaller than usual, since all they’re needed for is room to allow a mage clear sight for targeting spells. The windows facing in are larger, allowing Delfen to look out over the town when he desires. Like all the other towers, this one is three stories tall. The top story is Delfen’s living quarters. He teaches his apprentices on the second story, which also doubles as a dormitory for those students who live at the tower. The first story contains a stable for his riding mule and is used for general storage.
Delfen is an affable mage who is bearded, short, and increasingly stout. Delfen is an ex-adventurer and onetime resident of The League who retired to Norvik more than 15 years ago to pursue tutoring would-be mages and get away from the bustle of civilization. Passing adventurers have identified him as having a good reputation, but how he came to retire in Norvik is a question he’s never felt the need to answer. He is somewhat rare for a wizard: a willing, patient teacher of magic who takes on new apprentices and is easy about payment. He’s been known to cast a spell or two for hire, aiding adventurers and others with the gold to pay for his services. He says he has no need of money or adventures and just wishes to pass on his knowledge to whoever is interested, since wizards are rare in the north and their powers are often needed to combat evil here.
6. Ducal Castle
This is the home of the Duke of Norvik and his family. The castle is based on the first building in Norvik, but it has changed a lot since the old days. For a while, it was the only building, a simple wooden structure surrounded by a palisade fence. After it burned down during an orc raid, the duke rebuilt in stone. He created a three-story stone keep on the hillside and surrounded it with a two-story stone wall. After the orc raiders were hunted down and destroyed, the people of the castle began building outside the walls of the castle, eventually creating the town as it stands today. The ducal gate leads to the city and is always open. Inside the courtyard are the duke’s private parade grounds, a blacksmith shop, and a stables. The larder is well-stocked with preserved food, enough for a year’s siege. About 50 people live in the castle, and there’s enough room for 100 more. Most of the duke’s men-at-arms live in town, but his select guard lives in the keep. Duke Peregrin Dagger is a retired adventurer, as is his sister Bronwyn. Both act to defend the city if it falls under attack, and they remain behind and protect it when the militia and 3rd Company ride forth.
Another hero, Lord Llewellyn Longhand serves as the head of the military and marches with it when it leaves town. Although he’s been offered a residence within the castle, Lord Longhand keeps his own residence in town. At one point, Llewellyn was interested in ruling Norvik as its duke, but he has since settled in to serving as Norvik’s military leader instead. His connections with the Longhand trading coster (his brother runs the operation in Norvik), and his scheming nature (he’s much more devious than Dagger) make him an unlikely candidate to ever be chosen as Duke by the rival Merchant Houses. Bronwyn Dagger is the duke’s middle-aged sister. When she learned that she and her brother were probably never to return to The League, Bronwyn rebelled by having nothing to do with the politics of running Norvik and concentrated on becoming a mage. She developed a friendship with the court wizard, Gwydion, and became his student.
About eight years ago, Bronwyn disappeared for more than two years while she tried her hand at the adventuring life. Leaving a note for Gwydion explaining her absence, Bronwyn left town with an adventuring company known as the Iron Edge. She returned around five years ago with wealth of her own and a vast increase in magical ability. The Iron Edge companions still meet in Norvik every few years. Most of the company are now retired, living in various locations and strongholds across the north. Bronwyn busies herself with magical research, making potions and scrolls, and becoming better at her craft in case another orc horde attacks the city someday.
Duke Peregrin Dagger came into dukedom when his father died fighting the onslaught of the forces of an orc horde ten years ago. The council of merchant houses decided to pass the dukedom down to Peregrin to simplify the change in leadership.
Peregrin was only 25 years old and enjoying the adventuring life when his older brother, Merovy, died while adventuring in the Dark Forest. Duke Powell realized his sole remaining heir needed training in land rulership and recalled Peregrin back to Norvik to work for the Merchant houses. Peregrin chafed against this restriction of his adventuring life, but he saw the necessity and acceded to his father’s demands.
The sword Lawflame is the traditional sword of the Dukes of Norvik, dating back to the first duke, who was given it by Sir Floshin.
Gwydion is now an ancient human, probably 70 years old but appearing even older. While he retains the title of Court Wizard, Bronwyn manages the day-to-day magical affairs of Norvik, leaving the old wizard to his tomes and books.
7. Nythiir’s Temple
This is the largest religious center in Norvik, directly supported by the duke and his family, and it shares the hillside with the castle. Liana Sunmist (LG hm C10) leads worship of the God of Healing and lends magical aid to those in need. She is one of the only priests in town capable of casting a raise dead spell, and she can only cast it once a day. She never charges for this favor, but she has his own ideas about who gets raised first. Not surprisingly, the ducal household tops the list. After that, priests and worshippers of Nythiir, those who die in defense of the town (soldiers and militia members), and important NPCs whose well being contributes to the town stability and safety. As can be seen, itinerant adventurers are not high on this list. PCs who are not worshippers or priests of Nythiir must be prepared to contribute to the church with quests or donations to the needy to get his attention. Under no circumstances will she raise barbarians, orcs or half orcs, or evil people…there are too many worthy people before them that can be helped first. Liana will sell Holy Water (25 gp), Healing (100 gp) and Extra Healing (200 gp) potions to adventurers. Her “Adventurer’s Special” consists of a scroll with five Cure Light Wounds and a single Resist Cold and Slow Poison spell on it (at 10th level) for only 500 gp, and he has several of these available.
8. Stables
This is the general livery area for the entire town. The civilians, militia, and 3rd Company (sponsored by the Merchant Houses) all stable horses here. Each person stabling a horse is given a token used to reclaim the horse….horses can be reclaimed without the token, but it is a bureaucratic process unless the stablemen know the individual personally. If a token is lost, a gold piece or more as a bribe might get the unfortunate’s horse back.
38. Vistan Temple
This building is the only temple to Vistna in Norvik. At this time it’s only occupied by one low level priest (NG hm Pr5) named Jemer and a lone acolyte (NG gm 2nd), as the church has not yet decided who shall be appointed to permanently run the temple since the high priest died from old age several months ago (he died while on a trip back to Greystone Hold). The building’s interior is opulently decorated, with several rooms for traveling scholars, priest or worshippers of Vistna (the old priest had several friends in high places and was able to acquire several luxurious items as gifts). There is a small library here mostly consisting of books purchased from adventurers who found them in treasure hordes or abandoned holds or ruins (most of the documents held by the priesthood are at Kryptgarden, which the Vistnan priesthood also runs and owns). Many are written in dwarvish or gnomish, gifts from gnomish loremasters or dwarven priests in the Citadel. Jemer will gladly cast spells for adventurers for a fee (typical prices are 100 gp per level, his selection is below), as he doesn’t have access to the types of friends his superior had and thus is afraid of running low on funds, and can sell holy water or scrolls from his master’s stock (he specialized in low level protection spells such as Cure Disease, Cure Blindness, Remove Curse, Resist Cold, Resist Acid/Corrosion, Endure Cold, and Remove Fear, all at 12th level). There are at least a dozen of each scroll still to sell, so the Vistnan temple will no doubt survive until another priest can be found to lead the temple. Jemer charges 30 gp for holy water, and 300 gp a scroll
43. River Shining Tavern
This is the main entertainment center for the nobility who travel here and the major notables of Norvik. The duke and his sister have been known to eat here, and the main hall of the tavern doubles as the meeting room for the Council of Guilds. By choice, some townsfolk only see the inside when coming to council meetings.
The Delimbyr family took their name from the river and named the tavern after it, too. The River Shining Tavern is the longest established tavern still operating in Norvik and claims to date from the town’s founding almost 400 years ago. Certainly, the wooden building’s architectural style matches that of the oldest buildings in town. The first Delimbyr was a half-elf known as Kelven. He married a human woman and their children were human. Still, the family treasures its elven heritage and uses a forest motif throughout the tavern. This tavern is very nice and caters more to traveling merchants than common folk or soldiers. Only the most successful adventurers with too much gold to spend are welcomed at the River Shining Tavern, though no one is turned away as long as they have the gold for their drinks and meals (Meals: 1-5 gp, stout: 1 gp/tankard, wine: 10 gp/tall glass). The guest rooms in this two-story structure are generally available only to the most noble and influential patrons. The normal price for a room is 5 gp per day, but the rooms are large and can easily hold two with room to spare.
55. Moneychangers
This structure is home to the Moneychanger’s Bureau. It’s a massive, four-story building that looks like a bank vault. The doors and windows are reinforced, and the area is constantly patrolled by the militia and the constabulary. At any one time, 5 7th level or higher fighters are patrolling the inside of the building. They are all loyal soldiers who have been screened by spells (Detect Lie, Know Alignment, Detect Evil) as to their ability to resist temptation. Inside is the money used to run the town, pay the soldiers and mercenaries, and exchange currency.
Inside is the Duke’s official moneychanger. His job is to change any old currency (either found in treasure hoards, brought up from dwarven strongholds, or used by primitive folk) into newly minted coins from The League. This nets the city of Norvik a nice tidy “tax” that is pure profit; the usual exchange rate is 10 percent. Spending “old” currency inside Norvik is strictly forbidden, a fact which the moneychangers will inform anyone balking at the exchange tax. The old coinage is melted down into gold bars for ease in shipment to The League; often in hard times the Duke will give orders to “skim” a few bars for the town’s use; these will be used to trade for food, supplies or other necessary items.
The moneychanger is a priest of Oro that is very loyal to the Duke and the Merchant Houses.
57. Kryptgarden Scrolls
Acolytes of Vistna work here, storing, copying and scribing books and scrolls dealing with the history of the north. Their main collection consists of books, scrolls and writings found by adventurers and purchased by the Vistnan priesthood. There is a large section of dwarven writings as many of the ruins discovered and looted are old dwarven strongholds. There are even a very few orcish scribblings (orcs not being known for their writing skills). All in all, several thousand books and scrolls fill the bookshelves of this building. Guild scribes spend their days looking up documents for adventurers and sages (for a fee) and their evenings copying, archiving, organizing, and storing the books under their care. There is a ward on the whole building, making it and everything inside immune to fire and lighting of both magical and mundane origin. At any one time there are 2-5 1st level Vistna priests working here. Recently the high priest of Vistna in Norvik has died, and the temple is under uncertain leadership until a new one is appointed.
91. Norvik Inn
This is a down-and-dirty place to get a guaranteed restful night’s sleep. The walls are thick and covered with tapestries and wall rugs to blanket and absorb sounds. The large common room and bar has a giant potbellied stove with stacks of wood and coal which gives the place its dirty and oily look. The Inn itself consists of three floors (the top two have 20 rooms each, the ground floor has ten). The main hallway on the 2nd floor connects to a large locked door, which is the entrance to a connecting passageway leading to another locked door….the Tower for Rent (See #86)
The tavern is owned by Demetira Landscraper (NE Hf F2) who came to Norvik many years ago after leaving Greystone Hold under less than desirable circumstances. She is fabled to have dug a 1,000-foot path through solid rock in less than one year with her fingernails and bare hands to escape a prison in the Hold (where she is probably still wanted for some crime or other). She, however, lives elsewhere, preferring cleaner sleeping conditions. The Inn itself is, despite it’s grimy complexion, a well run and cheap establishment (1 gp a night for a double bed room) that also serves a breakfast and dinner every day (an extra 5 sp per person per day) and cheap wine and ale at night (7 cp a glass/mug, 3 sp a bottle). Stabling is also included for free if you buy the meals (otherwise 3 cp a day). (SEE #124)
The Provender:
Breakfast is typically a toasted loaf of bread and a beef and vegetable stew (whatever was left from the night before, with plenty of broth added). Dinner is a rotation of beef, mutton, and pork roast with gravy, greens in summer or potatoes in winter. Desert is a apple tart, which is the only exceptional dish at the Inn, being very sweet, tart and having a tasty crust. Drinks served include buttermilk, a weak red wine made locally, and a good, nutty local ale.
93. Llewellyn Longhand’s Residence
Lord Llewellyn the 60-year-old duke’s Master-at-Arms, has been a retainer of the Dukes of Norvik since the time of Duke Conan, who was the grandfather of the present Duke. He is one of the true movers and shakers in the town, being well entrenched in city politics his entire life. He knows where all the bodies are buried, figuratively and literally.
Duke Conan made the faithful Llewellyn Master-at-Arms for the duchy, an office he has dutifully fulfilled for 30 years. As such, he has both led the duke’s followers in the field and defended the castle while the duke was away. He currently enjoys his high status as a Banneret by having earned it with repeated use of his knightly sword. Sir Llewellyn was knighted at an early age by Duke Conan.
95. Faerel’s Shrine (Harvest House)
Maerovyna presides over this large, stone establishment which is also known as Harvest House. Not far from the Farmers’ Gate, she administers 14 druids between 1st and 5th level who are often traveling throughout the North ministering to the faithful. This shrine to Faerel is of great importance to all the farmers and ranchers of the Daggerford area, as the priests spend their time fulfilling the needs of the community, including blessing fields and researching new plants.
109. Abandoned House
This falling to ruin house once belonged to Samuel; after he left, it was allowed to be looted by locals, and eventually fell into disuse. Inside several merchants have dumped unsellable or ruined stock; it is a maze of boxes, barrels, and junk. A secret entrance in one corner leads to a old part of town that was swallowed by the earth during the last volcanic eruption a few hundred years ago; the Triad has a abandoned citadel down here. Imlik and his fellow Triad members sometimes meet here.
125. Thieves Brotherhood
Headquarters of the thieves’ guild, as it is (they are not very organized or have any sort of formal leadership in this city), this stone house stands two stories tall. It has a single, low doorway with two shallow steps and a few small, barred windows. Unknown to the general public, the guild makes use of all three of the vacant buildings in the Farmer’s Quarter (Locations 119, 131, and 139). They plan to continue using several of the floors for nefarious guild purposes until they’re sold. Imlik, a Triad member, is nominal head of all criminal activity in Norvik and anyone practicing thieving in Norvik would be well to seek out his approval.
144. Caravan Gate
This is the largest of the city’s three gates and is usually kept shut, opening only when a merchant caravan or company of entertainers is camped outside. There are two 24-foot towers flanking the gate with a walkway over the gate between them. The gate itself is 16-feet tall. The flanking towers have arrow slits covering the gate area on both stories.
145. Marketplace
This large, empty area is the site of the market which takes place every fiveday and tenday of each month. Farmers and small merchants bring their goods to the market and sell them from temporary booths. Recently, the booths have become more permanent, thanks to the installation of the drill field near the southern wall. Many of these booths would take a full day to dismantle. On a given day, the number of vendors changes; roll on
Situated on the flood plains of the Delimbyr River and built against the side of a low hill, Norvik is a small, walled community dominated by the small castle of the local duke. The city is sparsely inhabited but strategically located where the High Road crosses the Delimbyr River on the north side of the ford.
This self-styled city is a town of about 2000 folk. This number does not include soldiers, mercenaries, adventurers or merchants passing through….just permanent residents. The town is the largest center of civilization on the lower half of the Great Glacier, south of the Thunderspire Mountains. It is home to human craftsmen and merchants, and a handful of folk of other races. There are about 20 farming hamlets within a day’s walk of Norvik (15-20 miles), each of which is home to around five families. Each hamlet has a fortified building where the residents retreat in case of humanoid or barbarian raids. There are also isolated farms and a few estates of minor nobility. In all, about 2000 additional people depend on the Norvik market for goods they can’t make themselves. Norvik has three major geographical divisions. The first area is the town itself, which fills the western half of the walls. The second region is somewhat higher than the town and is known as the Commons, which is nothing more than a large pasture. The third area, located at the center of the Commons, is the castle of the Duke of Norvik. Much of the castle has been recently rebuilt by a family of dwarves, making it somewhat more majestic and splendid than might be expected of a town the size of Norvik.
Most of the town’s buildings are built on the low ground below the hill holding the castle. The area surrounding the castle is almost entirely given over to the Commons, where horses and cattle graze in times of siege or river floods. Most of the buildings are made of wood and thatch, but since dwarven families have brought their stone working skills to town a century ago, a number of people have built in stone. The duke, for instance, replaced the last wood in his castle with stone, the wall towers were rebuilt in stone, several important town buildings have been built or rebuilt in stone, and the protective walls that surround Norvik are all of stone. Most of the residences in the crowded living areas are still made of wood, and placement of these wooden structures is sometimes rearranged due to the occasional fire. Fortunately, proximity to the river allows the Watermen’s Guild to quench fires quickly.
Norvik gained its name from an incident reported to have occurred 400 years ago. A small merchant village had sprung up to trade with dwarves of the Thunderspire Mountains and tribes of uncivilized humans in the Dark Woods. One day while a dwarven delegation was in town to personally deliver a load of iron ore, a orcish tribe swept out of the forest to attack the enclave. Outnumbered 10 to 1, the allied dwarves and men fought bravely until help arrived, but nearly all were slain protecting the village and keeping the load of ore out of humanoid hands. When the battle was over, upwards of a thousand dead orcs were found strewn across the ruined and deserted countryside, but the people of the village and iron ore were safe. A consortium of merchant houses together decided to rebuild the village on the spot, only bigger, better protected with walls, catapults and ballista, and supported by mercenary troops paid for out of their own pockets. They named the town “Norvik” for the brave leader of the dwarves who fell protecting the shipment of ore and humans of the village (this also had the effect of honoring the dwarven clans, and in return the dwarven clans gave grudging respect for the humans who honored the dwarves so, a fact the Merchant Houses had counted on to help continue trade between the two races.)
After the Merchant Houses rebuilt the town, they divided up the riches of the north with each house having control over a particular export (lumber, furs, iron, gems, etc). At first several power plays caused discreet assassinations and mini-wars between noble houses over who really controlled what in town. Finally, the houses came together and agreed to appoint a “Duke” of Norvik that although ultimately answerable to them, would be independent enough to rule on territorial disputes among Houses, and would have no formal connection to any one house. A unanimous vote was required to choose one, and thus the Duke of Norvik was given nominal control over running the town and guilds. Things have gone smoothly ever since (for the most part). Over 50 years ago, a town council was formed to placate several annoyed merchants and city guildsmen who were upset they had no say in how the town was run. Although supposedly they have power to bring up issues to the Duke that he will give to the Merchant Houses for consideration, in reality they have very little power over how the town is run. This often leads to guerilla type protests that often result in actions being taken much more quickly than through the proper channels (such as all the Watermen not showing up for work one day, or all the taverns closing their door to visitors during the busy season, etc,). When this happens usually the Duke is able to get the Merchant Houses to quickly come to terms with the temperamental townspeople. So in Norvik three levels of power exists: On the lowest level, the townsfolk and through them the town council representatives; above them, the Duke who runs the town proper and reports to the Merchant Houses, who are at the top of the power pyramid. Although it seems unwieldy, this arrangement has worked well the last half century or so.
Another measure of power the Duke holds is in martial matters. The militia consists of every able bodied man in the city, and adventurers and visitors, by the charter of the Merchant Houses, can and have been deputized into helping protect the city during times of trouble. There are two other levels of military men in Norvik. The first is the Duke’s personal retinue and bodyguard, which numbers troops that are loyal to the Duke and paid for out of his pocket (the Merchant Houses used to pay this fee, but the Dagger line broke this tradition as they wanted men loyal to themselves and not to the Merchant Houses). Their main (and most of the time only) job is to protect the Duke and his family, and in times of trouble they concentrate on the defense of the castle proper. The second is a recent development, before the last orc horde attack a decade ago: the Merchant Houses have hired a permanent military force. The main force is based out of The League and is called The 3rd Company. “The Fist of the North”, as they are called in Norvik, fluctuate in number based on current conditions. In times of trouble (rumors of orc hordes, barbarian attacks, pirate raids, etc) the Company can swell to 1000 men, but most the time it consists of only a few hundred. Typically the men are rotated in and out of Norvik based on what type of contract they are signed, which is usually yearly. More and more over the years, locals have joined the 3rd Company for fame and fortune. The main loyalty of the 3rd Company is to the interests of the Merchant Houses, but obviously they are well paid to make sure any evil force is repulsed. Besides the last orc horde, the 3rd Company have served admirably in several conflicts with pirates, barbarians, humanoid invaders, and even once a small group of Frost Giants who attacked one of the outlying hamlets. Those giants were all slain, and since then there have been no incursions that deep into human lands by large humanoid forces, but the leaders of the 3rd Company realize a larger force of such creatures could decimate Norvik if accompanied by dragons or worse…
The militia, duke’s men and 3rd Company all answer to the Duke in protection of the town, and traditionally a man is appointed by the Duke to lead all three. At the time it is Llewyllen Longhand, who has had this job for many years.
The current duke, Peregrin Dagger, is the last in a long line of the Dagger family who have served the town as leader in this capacity (both his father, Powell, and his grandfather, Conan, were former Dukes of Norvik)
A lot of travelers stop in Norvik at one time or another, using it as a base to explore the whole north. Norvik strives to meet the demands of catering to adventurers, which both keeps its surrounding lands safe and keeps local merchants happy. But the primary purpose of the port town is the import and export of goods, and adventuring types should well remember this. Many times their main opportunities of employment will arise through the Merchant Houses and their needs.
Norvik is trying to be a busy metropolis, but it’s still basically a frontier area that lacks many of the advantages found in a big city. It is just not large enough, for instance, to support very many craftsmen. What’s more, some of the Norvik craftsmen aren’t quite as proficient in their chosen trade as their counterparts in larger communities.
Prices for simple items in Norvik are the same as those given in the PHB. More complex
items, such as crossbows or plate mail armor, are not normally manufactured locally. These items may be purchased from passing merchants, but the markup is considerable, typically 100%. EX A suit of plate mail, which normally costs 600 gp, costs 1,200 in Norvik, if it’s available at all. As a rule of thumb, any item costing more than 100 gp in the PHB costs double in Norvik. Most specialty items will have to be made to order at considerable cost.
There is not an alchemist per se residing in Norvik, but many of the higher level mages in town traffic in both potions and scrolls for sale. All potions are doubled in price when available, which is not often. Potions offered for sale are typically made in town by resident priests and mages. Rare components for spells are even rarer in Norvik and again cost more than usual. The only apothecary in town is a priest of the Nythiirian temple,
and his sales are part of the temple’s income.
What goods are available in Norvik? All types of clothing are for sale, although garments made of cotton or silk are high priced. Most clothing is made of wool, provided by local sheep, and leather. Items made of fur can easily be found due to the presence of many trappers and hunters selling their stock directly to buyers in town.
There are several blacksmiths in Norvik who can provide simple weapons, such as swords and axes, and household equipment. Should either weapons or armor be damaged, the local craftsmen can mend them. There is much mended finery and weaponry on the streets of Norvik, mostly dependable and reasonably priced.
Since Norvik residents largely live off the land, many farming and fishing products are available. Produce, vegetables, and meats are available in abundance at affordable prices. Animals are common in Norvik; animal care services and facilities abound.
Norvik is unusual in that unlike many towns, there are several empty residences available for rent or purchase very cheap. With the high mortality rate of the militia and troops, and the constant turning over of mercenaries, adventurers and merchants, many houses are empty at least part of the time. Anyone wanting to rent a house instead of the typical “room at the inn” can easily by accommodated. Prices range from 10 gp a month for a hovel to 100 gp a month for a nicely furnished house with several bedrooms.
Norvik is a frontier town, and thus “currency” is not always the most obvious item, i.e. coin. As a matter of fact, many items…including jewels/gems, furs, art items, and magic, are actually easier to trade/sell. Norvik jewelers are hired by the Merchant House of Gand to give them first crack at buying any unusual or unique gemstones. They are often in the market of these types of stones and adventurers coming out of the Thunderspire Mountains with sacks of gems will get their price more often than not. Likewise with interesting art or antique pieces coming from treasure hordes; most jewelry shops have forged alliances with Merchant Houses that are on the lookout for these sorts of items, and adventurers should have no problem finding a buyer. If they are able to gain the patronage of a noble house, prominent mages or priests, or the Duke himself, they can cut out the middle-men and get maximum profit for such items (this includes magical items of all sorts). Those trading such items as furs or clothing can likewise go directly to merchants who deal in these items for the best deals.
Unfortunately, those adventurers that ride into town with sacks of out of date gold, silver or copper coins (anything minted, say, over 100 years ago) will be forced to pay a fee to convert the coins into “current” currency before they can be spent in Norvik; such taxes usually run 10 percent of the worth of the coin. Anyone entering the town with out of date currency will be directed to the Moneychanger; they will be unable to spend the coin in an established business that is part of the town’s guilds until they do so. There are some merchants/innkeepers that might take money under the table; a tight relationship must be established because the penalties are severe for “fencing” gold this way: forfeiture of all gold and goods from the offending merchant, and the same from adventurers plus expulsion from the city. A second attempt will be considered treason and a death sentence will soon be on the head of the offender!
Another thing that must be considered is the power of the Merchant Houses. If a certain Merchant House loses a specific trade item or cargo due to hijack, theft, etc, it will be impossible to deal that item in Norvik without the original owner finding out. If this is the case, the Merchant House will contact the adventurers and offer a “finder’s fee”….this is typically 50-75% less than the actual worth of the merchandise. Unfortunately, the finders have little recourse than to sell the items back to the Merchant House; failure to do so will have the House petitioning the Duke to confiscate the stolen merchandise from the “thieves” who probably stole the cargo in the first place! (or so they will imply). Wise adventurers first contact a Merchant House upon locating plunder that is freshly stolen or easily traced, and before bringing it into town; often a reasonable “ransom” or “finder’s fee” can be negotiated when the adventurers have the upper hand of knowing the merchandise’s location (which is hopefully well hidden outside of town).
COMMON DETAILS AND LOCATIONS KNOWN ABOUT NORVIK:
1. Towers
The 30-foot-tall towers of Norvik are constructed of stone and firmly set on bedrock. They’re split up into three stories plus the roof on which watchers keep their lookout. Most of the area in the towers is used for storage of war gear. Off-duty militiamen often rest here.
2. Cisterns
These tall, stone structures are kept filled by the Watermen’s Guild. The water is used for the horses pastured on the Commons, as storage in case of siege or fire, and for other reasons of importance to the city council and duke.
3. Farmers’ Gate
This is the most commonly used of the city’s three gates as it’s the closest to the fields outside of town. It’s left open, except at night, and the captain of the gate must be called at those times to let in travelers. The gate is built into a broad tower and has just enough room for one farm cart to enter at a time. The gate is about 10 feet tall.
4. River’s Gate
This is the third of the city’s three gates and provides access to the Delimbiyr River and waterfront district. It’s normally open during the day and closed at night, especially during the flooding season. Like the Farmers’ Gate, there’s a tower built around it. It’s mainly used by water carriers who fetch river water for the town. What few wells there are in the town are normally kept untapped in case of siege.
5. Yellowknife’s Tower
When the mage Delfen Yellowknife came to Norvik several years ago, the north wall tower was under construction. He offered the town a large donation. and a promise of magical aid in exchange for the tower. Yellowknife has grown to love his adopted city, and he joined the militia in its defense. Over the many years he’s lived in Norvik, no one has had reason to question Delfen’s loyalty to Norvik or his mastery of spells.
The tower’s arrow ports are smaller than usual, since all they’re needed for is room to allow a mage clear sight for targeting spells. The windows facing in are larger, allowing Delfen to look out over the town when he desires. Like all the other towers, this one is three stories tall. The top story is Delfen’s living quarters. He teaches his apprentices on the second story, which also doubles as a dormitory for those students who live at the tower. The first story contains a stable for his riding mule and is used for general storage.
Delfen is an affable mage who is bearded, short, and increasingly stout. Delfen is an ex-adventurer and onetime resident of The League who retired to Norvik more than 15 years ago to pursue tutoring would-be mages and get away from the bustle of civilization. Passing adventurers have identified him as having a good reputation, but how he came to retire in Norvik is a question he’s never felt the need to answer. He is somewhat rare for a wizard: a willing, patient teacher of magic who takes on new apprentices and is easy about payment. He’s been known to cast a spell or two for hire, aiding adventurers and others with the gold to pay for his services. He says he has no need of money or adventures and just wishes to pass on his knowledge to whoever is interested, since wizards are rare in the north and their powers are often needed to combat evil here.
6. Ducal Castle
This is the home of the Duke of Norvik and his family. The castle is based on the first building in Norvik, but it has changed a lot since the old days. For a while, it was the only building, a simple wooden structure surrounded by a palisade fence. After it burned down during an orc raid, the duke rebuilt in stone. He created a three-story stone keep on the hillside and surrounded it with a two-story stone wall. After the orc raiders were hunted down and destroyed, the people of the castle began building outside the walls of the castle, eventually creating the town as it stands today. The ducal gate leads to the city and is always open. Inside the courtyard are the duke’s private parade grounds, a blacksmith shop, and a stables. The larder is well-stocked with preserved food, enough for a year’s siege. About 50 people live in the castle, and there’s enough room for 100 more. Most of the duke’s men-at-arms live in town, but his select guard lives in the keep. Duke Peregrin Dagger is a retired adventurer, as is his sister Bronwyn. Both act to defend the city if it falls under attack, and they remain behind and protect it when the militia and 3rd Company ride forth.
Another hero, Lord Llewellyn Longhand serves as the head of the military and marches with it when it leaves town. Although he’s been offered a residence within the castle, Lord Longhand keeps his own residence in town. At one point, Llewellyn was interested in ruling Norvik as its duke, but he has since settled in to serving as Norvik’s military leader instead. His connections with the Longhand trading coster (his brother runs the operation in Norvik), and his scheming nature (he’s much more devious than Dagger) make him an unlikely candidate to ever be chosen as Duke by the rival Merchant Houses. Bronwyn Dagger is the duke’s middle-aged sister. When she learned that she and her brother were probably never to return to The League, Bronwyn rebelled by having nothing to do with the politics of running Norvik and concentrated on becoming a mage. She developed a friendship with the court wizard, Gwydion, and became his student.
About eight years ago, Bronwyn disappeared for more than two years while she tried her hand at the adventuring life. Leaving a note for Gwydion explaining her absence, Bronwyn left town with an adventuring company known as the Iron Edge. She returned around five years ago with wealth of her own and a vast increase in magical ability. The Iron Edge companions still meet in Norvik every few years. Most of the company are now retired, living in various locations and strongholds across the north. Bronwyn busies herself with magical research, making potions and scrolls, and becoming better at her craft in case another orc horde attacks the city someday.
Duke Peregrin Dagger came into dukedom when his father died fighting the onslaught of the forces of an orc horde ten years ago. The council of merchant houses decided to pass the dukedom down to Peregrin to simplify the change in leadership.
Peregrin was only 25 years old and enjoying the adventuring life when his older brother, Merovy, died while adventuring in the Dark Forest. Duke Powell realized his sole remaining heir needed training in land rulership and recalled Peregrin back to Norvik to work for the Merchant houses. Peregrin chafed against this restriction of his adventuring life, but he saw the necessity and acceded to his father’s demands.
The sword Lawflame is the traditional sword of the Dukes of Norvik, dating back to the first duke, who was given it by Sir Floshin.
Gwydion is now an ancient human, probably 70 years old but appearing even older. While he retains the title of Court Wizard, Bronwyn manages the day-to-day magical affairs of Norvik, leaving the old wizard to his tomes and books.
7. Nythiir’s Temple
This is the largest religious center in Norvik, directly supported by the duke and his family, and it shares the hillside with the castle. Liana Sunmist (LG hm C10) leads worship of the God of Healing and lends magical aid to those in need. She is one of the only priests in town capable of casting a raise dead spell, and she can only cast it once a day. She never charges for this favor, but she has his own ideas about who gets raised first. Not surprisingly, the ducal household tops the list. After that, priests and worshippers of Nythiir, those who die in defense of the town (soldiers and militia members), and important NPCs whose well being contributes to the town stability and safety. As can be seen, itinerant adventurers are not high on this list. PCs who are not worshippers or priests of Nythiir must be prepared to contribute to the church with quests or donations to the needy to get his attention. Under no circumstances will she raise barbarians, orcs or half orcs, or evil people…there are too many worthy people before them that can be helped first. Liana will sell Holy Water (25 gp), Healing (100 gp) and Extra Healing (200 gp) potions to adventurers. Her “Adventurer’s Special” consists of a scroll with five Cure Light Wounds and a single Resist Cold and Slow Poison spell on it (at 10th level) for only 500 gp, and he has several of these available.
8. Stables
This is the general livery area for the entire town. The civilians, militia, and 3rd Company (sponsored by the Merchant Houses) all stable horses here. Each person stabling a horse is given a token used to reclaim the horse….horses can be reclaimed without the token, but it is a bureaucratic process unless the stablemen know the individual personally. If a token is lost, a gold piece or more as a bribe might get the unfortunate’s horse back.
38. Vistan Temple
This building is the only temple to Vistna in Norvik. At this time it’s only occupied by one low level priest (NG hm Pr5) named Jemer and a lone acolyte (NG gm 2nd), as the church has not yet decided who shall be appointed to permanently run the temple since the high priest died from old age several months ago (he died while on a trip back to Greystone Hold). The building’s interior is opulently decorated, with several rooms for traveling scholars, priest or worshippers of Vistna (the old priest had several friends in high places and was able to acquire several luxurious items as gifts). There is a small library here mostly consisting of books purchased from adventurers who found them in treasure hordes or abandoned holds or ruins (most of the documents held by the priesthood are at Kryptgarden, which the Vistnan priesthood also runs and owns). Many are written in dwarvish or gnomish, gifts from gnomish loremasters or dwarven priests in the Citadel. Jemer will gladly cast spells for adventurers for a fee (typical prices are 100 gp per level, his selection is below), as he doesn’t have access to the types of friends his superior had and thus is afraid of running low on funds, and can sell holy water or scrolls from his master’s stock (he specialized in low level protection spells such as Cure Disease, Cure Blindness, Remove Curse, Resist Cold, Resist Acid/Corrosion, Endure Cold, and Remove Fear, all at 12th level). There are at least a dozen of each scroll still to sell, so the Vistnan temple will no doubt survive until another priest can be found to lead the temple. Jemer charges 30 gp for holy water, and 300 gp a scroll
43. River Shining Tavern
This is the main entertainment center for the nobility who travel here and the major notables of Norvik. The duke and his sister have been known to eat here, and the main hall of the tavern doubles as the meeting room for the Council of Guilds. By choice, some townsfolk only see the inside when coming to council meetings.
The Delimbyr family took their name from the river and named the tavern after it, too. The River Shining Tavern is the longest established tavern still operating in Norvik and claims to date from the town’s founding almost 400 years ago. Certainly, the wooden building’s architectural style matches that of the oldest buildings in town. The first Delimbyr was a half-elf known as Kelven. He married a human woman and their children were human. Still, the family treasures its elven heritage and uses a forest motif throughout the tavern. This tavern is very nice and caters more to traveling merchants than common folk or soldiers. Only the most successful adventurers with too much gold to spend are welcomed at the River Shining Tavern, though no one is turned away as long as they have the gold for their drinks and meals (Meals: 1-5 gp, stout: 1 gp/tankard, wine: 10 gp/tall glass). The guest rooms in this two-story structure are generally available only to the most noble and influential patrons. The normal price for a room is 5 gp per day, but the rooms are large and can easily hold two with room to spare.
55. Moneychangers
This structure is home to the Moneychanger’s Bureau. It’s a massive, four-story building that looks like a bank vault. The doors and windows are reinforced, and the area is constantly patrolled by the militia and the constabulary. At any one time, 5 7th level or higher fighters are patrolling the inside of the building. They are all loyal soldiers who have been screened by spells (Detect Lie, Know Alignment, Detect Evil) as to their ability to resist temptation. Inside is the money used to run the town, pay the soldiers and mercenaries, and exchange currency.
Inside is the Duke’s official moneychanger. His job is to change any old currency (either found in treasure hoards, brought up from dwarven strongholds, or used by primitive folk) into newly minted coins from The League. This nets the city of Norvik a nice tidy “tax” that is pure profit; the usual exchange rate is 10 percent. Spending “old” currency inside Norvik is strictly forbidden, a fact which the moneychangers will inform anyone balking at the exchange tax. The old coinage is melted down into gold bars for ease in shipment to The League; often in hard times the Duke will give orders to “skim” a few bars for the town’s use; these will be used to trade for food, supplies or other necessary items.
The moneychanger is a priest of Oro that is very loyal to the Duke and the Merchant Houses.
57. Kryptgarden Scrolls
Acolytes of Vistna work here, storing, copying and scribing books and scrolls dealing with the history of the north. Their main collection consists of books, scrolls and writings found by adventurers and purchased by the Vistnan priesthood. There is a large section of dwarven writings as many of the ruins discovered and looted are old dwarven strongholds. There are even a very few orcish scribblings (orcs not being known for their writing skills). All in all, several thousand books and scrolls fill the bookshelves of this building. Guild scribes spend their days looking up documents for adventurers and sages (for a fee) and their evenings copying, archiving, organizing, and storing the books under their care. There is a ward on the whole building, making it and everything inside immune to fire and lighting of both magical and mundane origin. At any one time there are 2-5 1st level Vistna priests working here. Recently the high priest of Vistna in Norvik has died, and the temple is under uncertain leadership until a new one is appointed.
91. Norvik Inn
This is a down-and-dirty place to get a guaranteed restful night’s sleep. The walls are thick and covered with tapestries and wall rugs to blanket and absorb sounds. The large common room and bar has a giant potbellied stove with stacks of wood and coal which gives the place its dirty and oily look. The Inn itself consists of three floors (the top two have 20 rooms each, the ground floor has ten). The main hallway on the 2nd floor connects to a large locked door, which is the entrance to a connecting passageway leading to another locked door….the Tower for Rent (See #86)
The tavern is owned by Demetira Landscraper (NE Hf F2) who came to Norvik many years ago after leaving Greystone Hold under less than desirable circumstances. She is fabled to have dug a 1,000-foot path through solid rock in less than one year with her fingernails and bare hands to escape a prison in the Hold (where she is probably still wanted for some crime or other). She, however, lives elsewhere, preferring cleaner sleeping conditions. The Inn itself is, despite it’s grimy complexion, a well run and cheap establishment (1 gp a night for a double bed room) that also serves a breakfast and dinner every day (an extra 5 sp per person per day) and cheap wine and ale at night (7 cp a glass/mug, 3 sp a bottle). Stabling is also included for free if you buy the meals (otherwise 3 cp a day). (SEE #124)
The Provender:
Breakfast is typically a toasted loaf of bread and a beef and vegetable stew (whatever was left from the night before, with plenty of broth added). Dinner is a rotation of beef, mutton, and pork roast with gravy, greens in summer or potatoes in winter. Desert is a apple tart, which is the only exceptional dish at the Inn, being very sweet, tart and having a tasty crust. Drinks served include buttermilk, a weak red wine made locally, and a good, nutty local ale.
93. Llewellyn Longhand’s Residence
Lord Llewellyn the 60-year-old duke’s Master-at-Arms, has been a retainer of the Dukes of Norvik since the time of Duke Conan, who was the grandfather of the present Duke. He is one of the true movers and shakers in the town, being well entrenched in city politics his entire life. He knows where all the bodies are buried, figuratively and literally.
Duke Conan made the faithful Llewellyn Master-at-Arms for the duchy, an office he has dutifully fulfilled for 30 years. As such, he has both led the duke’s followers in the field and defended the castle while the duke was away. He currently enjoys his high status as a Banneret by having earned it with repeated use of his knightly sword. Sir Llewellyn was knighted at an early age by Duke Conan.
95. Faerel’s Shrine (Harvest House)
Maerovyna presides over this large, stone establishment which is also known as Harvest House. Not far from the Farmers’ Gate, she administers 14 druids between 1st and 5th level who are often traveling throughout the North ministering to the faithful. This shrine to Faerel is of great importance to all the farmers and ranchers of the Daggerford area, as the priests spend their time fulfilling the needs of the community, including blessing fields and researching new plants.
109. Abandoned House
This falling to ruin house once belonged to Samuel; after he left, it was allowed to be looted by locals, and eventually fell into disuse. Inside several merchants have dumped unsellable or ruined stock; it is a maze of boxes, barrels, and junk. A secret entrance in one corner leads to a old part of town that was swallowed by the earth during the last volcanic eruption a few hundred years ago; the Triad has a abandoned citadel down here. Imlik and his fellow Triad members sometimes meet here.
125. Thieves Brotherhood
Headquarters of the thieves’ guild, as it is (they are not very organized or have any sort of formal leadership in this city), this stone house stands two stories tall. It has a single, low doorway with two shallow steps and a few small, barred windows. Unknown to the general public, the guild makes use of all three of the vacant buildings in the Farmer’s Quarter (Locations 119, 131, and 139). They plan to continue using several of the floors for nefarious guild purposes until they’re sold. Imlik, a Triad member, is nominal head of all criminal activity in Norvik and anyone practicing thieving in Norvik would be well to seek out his approval.
144. Caravan Gate
This is the largest of the city’s three gates and is usually kept shut, opening only when a merchant caravan or company of entertainers is camped outside. There are two 24-foot towers flanking the gate with a walkway over the gate between them. The gate itself is 16-feet tall. The flanking towers have arrow slits covering the gate area on both stories.
145. Marketplace
This large, empty area is the site of the market which takes place every fiveday and tenday of each month. Farmers and small merchants bring their goods to the market and sell them from temporary booths. Recently, the booths have become more permanent, thanks to the installation of the drill field near the southern wall. Many of these booths would take a full day to dismantle. On a given day, the number of vendors changes; roll on
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