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The Town of Tennek
Overview Tennek is a very old town, originally belonging to the kingdom of Jela. Many farms surround Tennek on all sides, and rely upon the town for market opportunities and protection. Tennek is the largest settlement for many many leagues on all sides; most other nearby organized communities are considered villages at best. Some farmers farm on land owned by lords. The nearest full town or city to Tennek is the capitol of Grattshold, which is a good seventy miles directly to the east. The town population is largely human (mostly Jelan and some Kalto) with a handful of half-elves. Stray winds and energies from the Wild Storm did a fair deal of damage to the town, so about half of it has been rebuilt or reinforced in a massive effort by the locals over the past few decades. The town wall is about half stone and half wood in places where they have not finished rebuilding it. Tennek is about fifteen miles from areas touched by the Storm, and so Tennek, for its size, has a fairly good and competent town guard (consisting of Grattock Protectorate Guardsmen) and is quite defensible despite the state of its walls. Tennek has two gated entrances, one from the main road to the east and one leading out toward the farmlands (and Wilderness) to the west. Both gates are guarded at all times by a pair of the town watch, and all must answer a few basic questions before entering the town. Additionally, the town watch places guards in the towers that are at the corners of the town wall. The center of Tennek is Temple Hill, which features a quaint old Temple to Ohman and, directly facing it, a larger, romanesque-style Church of Pelohn. Much smaller shrines to the rest of the gods exist on either side of the larger temples. At the bottom of the hill to the east is the Market Square, which is filled every seven days with both local artisans and farmers, as well as traveling merchants from farther away. The southern section of the city is occupied largely by artisans and craftsmen, and most common services can be provided for a fair price. The northern part of the city is a richer neighborhood. The mayoral home of Jergar oc Baer, and his offices and town assembly hall, are located directly north of Temple Hill. Richer localsmerchants, well-off clerics not living at the temple, and landowners, occupy the northwest quarter, while petty government officials and minor military officers occupy the northeast quarter. The northeast quarter is also infamous for its worst kept secret, a brothel run by a landless former aristocrat named Tarry.
Inns and Taverns More well-to-do travelers, usually higher class merchants and traveling government workers, stay at the Blue Jay Inn, located in the northeast quarter, not far from Market Square and the mayoral offices. The Blue Jay Inn is smaller and more intimate, with finer, upholstered furnishings and individual rooms for each guest. Food and lodgings are at the "Good" price at the Blue Jay. Some bourgeois locals also frequent the Blue Jay for dinner and gossip. The Blue Jay is run by a Jelan woman named Frensi, a hardworking woman of good taste and few words. Most Tennek citizens seek entertainment at the Blushing Elf Pub, located in the northwest quarter. This large tavern sports a wide variety of drinks and a smaller selection of food for the local weary workers and craftsmen. The Blushing Elf is run by Aerli, a half-elf who is said to know every citizen of Tennek by name. Lodging is not available at the Blushing Elf except for its workers, which include the minstrels it hires to keep its guests relaxed.
Shops The Armory is south of Market Square, just west of the Scarlet Sword. It's run by Sheman oc Kel, a blacksmith and former armorer for the Protectorate Guard. The Armory is part forge, part shop, located next door to his house. Despite the title of his shop, which was actually named by the local guards, he and his small crew of apprentices provide all kinds of blacksmithing services for the whole town. Still, the Guard alone gives him a good amount of business forging and repairing weapons and armor.
Currently in his stock are Plus an assortment of iron and steel household itemspots, pans, nails, etc. For those with the resources, Sheman and his apprentices can custom-make any item. A common, basic weapon only takes a day or two to make; armor depends upon type. Sheman can also take specific measurements, and evaluate strength and fighting style to make a weapon or armor specially suited to that customer (i.e. Masterwork item). Camber's General Store is located near the east gate, probably the second thing you see after the Scarlet Sword. Camber's provides most general dry good items plus simple food supplies (travel rations, cheese, and so forth). Basic clothing items are available, although it's recommended that if you want custom items to visit the town's tailor. Basically most of the common gear listed in the PHB are available here, or Camber knows where you can get it. Bjarni's Curios and Curatives is located just east of Market Square and a few blocks south of the Blue Jay. Run by a strange little man who acts much older than he actually is (50), Bjarni's shop is crammed full of various items and "artifacts." Bjarni tells elaborate (and lengthy) stories about each item in his shop, some of which are even true. Despite his longwinded and exaggerated approach to salesmanship, Bjarni is known for selling and buying at fair prices, at least (unless you are repeatedly rude to him). Bjarni dabbles in Alchemy and in the Arcane Arts, and his knowledge of arcane artifacts astounds even those who are more official, disciplined students of magic. Be nice to Bjarni, and be patient, and you can learn a lot from him. Bjarni has been given good business from some of the more competent members of the Wilderness Patrol, and thanks to their efforts he occasionally carries actual magic items.
Bjarni's current stock includes
plus the following item: Given time and the proper materials, Bjarni can make jewelry, alchemical items, and even a few magical potions to order. Notably he can make Potions of Cure Light Wounds, but the Wilderness Patrol buys so many of these from him that he rarely has extra in stock.
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The World of Ohmarr is a fantasy world created for use for a Dungeons and Dragons d20 System game. The campaign information here is posted for players' use within the restrictions of the Open Game License published by Wizards of the Coast for the d20 System. You must have the Dungeons and Dragons Players Handbook to play this game. The campaign world itself is MY (Death Quaker's) creation, and all original material belongs to me, ©2002. Please do not use or reproduce any of the original world material without my permission or without crediting me.