Malmhus

Page history last edited by Gillian 3 mos ago

Malmhus

Return to Harothar

 

A town on the north-western flank of Harothar, Malmhus was founded some 50 years ago. It is a large town now, a military outpost of the nearby city of Kithalar. The population is about 2,000. It is 50% dwarven, 40% human, and 10% mixed other races, mainly hobbyt but some half-elves, a small population of marchat and a few half-orcs. Elves and Szathair are very rare.

 

 

Malmhus is a military town.  The military outpost, called Hathektar, essentially dominates the whole town. The town’s official system of government is made up of the military leader, essentially a captain, who is responsible for all military personnel. He handles all policing, all crime, all legal matters dealing with any person who is a member of the clan of Ulvirkarth, who established the outpost. Any Ulvirkarth clansman is presumed to be a military person or the family member of a military person here. If it can be proved otherwise, then he falls under the authority of the civilian leader. The dwarven military leader is appointed by Ulvirkarth clan leaders from Kithalar, and could only be replaced if he died or demonstrated gross incompetence (such as insanity, treachery or murder).

 

 

The current captain of Hathektar is Oktal Errek Ulvirkarth (L6 dwarf warrior, lawful good). He is a competent, square-built middle-aged dwarf. He bonded into the Ulvirkarth clan some forty years ago. The next most important person in town is Melka (L3 dwarf noble, lawful good) Errek Ulvirkirth. He is the senior clan-member of Ulvirkarth in Malmhus, and as such the most important non-military dwarf in the town. He runs the daily social life of the dwarven community. He has the final say of approval for all bondings, birthings, apprenticeships, and non-military promotions of this town. Melka is also a good, practical dwarf who rarely makes decisions without weighing all views and with a sharp eye to the character of the dwarves involved. Even the humans of the town often seek his advice. Melka and Oktal are a bonded pair, who have at least one son, currently serving in the military nearby.

 

 

The Hethektar complement currently consists of 300 troops. About 100 of these are on active patrol or assignment at any given time. Another 100 are off-duty but ready for immediate call-up (they’re in the city, in their homes or barracks, or otherwise present and accounted for). The final third are present and accounted for, but would take from 8 hours to 3 days to call to active duty. They are on leave, sick, at home, conducting training drills or otherwise not immediately available. The men are divided into 3 - 100 man troops, each with a commanding officer, and then within that are broken down into 10 man or smaller squads. Each troop has at least 2 small “special” squads made up of low-level adventurers, and has at least 3 clerics or wizards/sorcerers assigned to the troop beyond these special squads. The three troops are Iron Troop (footsoldiers), Silver Troop (Tunnelers, Pole-weapons and seige specialists), and Black Troop (archers and light cavalry). PCs are attached to Silver Troop. Their commanding officer is Rulth Banakh. Rulth is Ulvirkarth by birth, devoted to his duty. However, there are rumors that he is to be recalled to Kithalar soon.

 

 

Civilian leadership is currently in the hands of the humans. Every ten years a new leader is elected. This leader can be of any race, but must be non-Ulvirkarth. The civilian is titled Mayor. He or she is responsible for handling all non-Ulvirkarth legal disputes, and also handles any issues of trade or settlement. All dwarves of non-Ulvirkarth clan are allowed and expected to be represented in the civilian courts by their dwarven clan representative. All non-dwarves are represented by a hired legal expert, usually a dwarf.

 

The current mayor of Malmhus is Robb Glint (L4 human commoner, lawful neutral). He is responsible for collecting taxes, settling disputes between non-Ulvirkarth folk, and keeping the peace in the marketplace among other duties. Note that taxes collected are used to maintain local roads, pay the salary of the constabulary, and otherwise maintain the town. Only a small portion of the taxes are sent on to Kithalar.

 

 

Religious leadership is also strong in Malmhus. Some seventy or eighty years ago a seeming miracle occurred in the town square. A young human boy, named  Rikart, was discovered to have a healing touch. Not that he healed wounds, but that he could cure diseases, disfigurements, remove scars and even neutralize poisons. He was revered as a saint for the thirty-one years he lived in Malmhus, and after his death (he was found dead in his bed one night at the age of forty-three, of no apparent cause) he was proclaimed a saint. A temple to Saint Rikart of Kehret, god of healers and warriors, has been built in the central market of the city, and draws pilgrims from all over Harothar, particularly on the days of Rikart’s discovery and death. His discovery occurred in early spring, during a particularly bad winter when many people were ill or weak with hunger. Few travelers come during this time to celebrate, but some particularly devout folk who arrive in the fall to mourn his death remain until spring when they celebrate his birth before returning to their homes. His death occurred in late fall, when the last of the leaves have gone and the ground is hard and cold, but little snow has yet fallen except in the mountains. Those who come to worship at this time must either come and go quickly, or remain for the long cold winter. The church in Malmhus handles all legal matters involving the church, its members (priests and temple servants, not lay worshippers) and acknowledged pilgrims.

 

 

The priest of the temple is Olaf Haraldson (L4 human lawful good priest of Kehret). He is the grandson of a childhood friend of Saint Rikert, and sees himself as a visionary leader of a poorly understood religious movement. He is convinced that the whole town should become a devotional shrine to Rikert, and that the dwarves are unsympathetic, reactionary and heartless.

 

There is some stress between the various factions of leadership in Malmhus. Many humans resent the strong dwarvish grasp on the town, and many of the dwarves think the religious leaders are too demanding. Court scenes with one defendant claiming clan protection, a second calling on the church, and witnesses falling under civilian authority are common, and create many problems.

 

 

Locations:

 

1. Bessie’s Goods 

Bessie Rort(1 st level lawful neutral human commoner) runs the town’s main store.  She stocks all manner of common items as well as items that would be of interest to  adventurers, such as poles, torches, sacks and candles. She also keeps a stock of more  esoteric items, such as tinder twigs, silver arrows and minor spell components on hand. 

 

 

2. The Great Stone Inn

This Inn is run by Raldi Leakbarrel Ulvirkarth (3 rd level lawful neutral  dwarf commoner), an  honest and competent innkeeper. He keeps the inn well stocked with ale, wine and food.  His rates are reasonable (standard prices) and he offers a variety of accommodations  ranging from a clean and safe sleeping mat in the common area to fine single occupancy  rooms. The inn also features a large stable suitable for housing the horses and mules of arriving pilgrims and adventurers. Ralda’s six children, two brothers, their five children, and his father run the inn. They are Ulvirkarth clan, and cousins of Melka. Ralda and his siblings are unusual in dwarvish culture, having chosen to raise all their offspring at one time instead of over decades.

 

 

3. The Iron Hammer 

Thort Ulvirkarth (7 th level lawful neutral dwarf fighter), a retired adventurer, his bond-partner Thallena Ulvirkarth (5th level lawful neutral dwarf expert)and his son Torth (1st level lawful neutral dwarf expert) are the town’s common blacksmiths. This trio of dwarves are masters of their trade and can  turn out horseshoes that last ten times longer than the typical shoe (while only costing five times as much). They are also capable of producing high quality arms, armor and  other metal items. Thallena is capable of producing masterwork arms and armor, for  those who have good character and the gold to match. Thort and his family occasionally purchase items from adventurers, especially antique  arms and armor. They also sometimes hire adventurers to carry out various tasks, such as finding weapons, armor, tools and alloys from the days of the Empire. Thallena has two sons of his own creation who serve in the garrison.  

  

4. The Market 

The citizens of the town sell their goods in the market, which occupies much of the area before the temple and to the west of it. Most of the human farmers of the area raise and sell food to travelers, merchants and the garrison but some sell craft items such as blankets.  There are some mundane goods that will interest adventurers and occasionally a farmer will dig something up in his field and offer it for sale.

  

5. Wheel & Wagon

Olos (2nd level chaotic good 1⁄2 elf expert) runs this shop which specializes in wheels,  wagons and related equipment. He also sells equestrian gear such as saddles, saddlebags and the occasional horse or mule. Olos is also skilled at repairing wagons and wheels.  He is regarded as a bit eccentric by the other townsfolk, but they always add “he’s got a good heart.”

  

6. Valthos the Herbalist 

Valthos (5th level neutral human druid) provides healing to those who are in need.  While he generally uses natural means of healing, such as herbs, he often has magical potions and goodberries on hand. Being a neutral druid, Valthos is willing to use his heal  skill on almost anyone who comes to him in need, although he will refuse to aid those  who are blatantly wicked. For non-evil neutral and good characters he charges normal rates for spells and potions (only druidic potions are available through him). Those of the druidic faith receive a 10% discount while other  druids receive a 30% discount. 

In addition to his services as a healer and spell caster, Valthos also has a variety of  herbs, plants and other natural items for sale including a variety of antidotes and antitoxins. He also produces bundles of healing herbs and moss that can be applied to  wounds and heal 1D3 hit points. He sells these bundles to adventurers for 10 GP. 

Being a druid, Valthos generally knows what is going on in the area. Wise adventurers  will consult him before journeying to far into the wild. 

Valthos also serves as the local agent of the Druidic Council and reports to them activities of interest. He sometimes closes his shop for days when he goes searching for herbs (or for potential threats to nature). 

Valthos occasionally has need of adventurers and will sometimes hire people to  perform certain tasks - most commonly retrieving a rare plant from a dangerous locale or dealing with dangerous animals.  

  

7. The Temple of  St. Rikart of Kehret.

The temple is led by Olaf Haraldson (Clr L4). He has two assistant priests; Gylda and Carrog. Both are L2. He also has a dozen lay brothers and sisters (experts L1-3) who serve as helpers and manage the daily upkeep of the temple. Mostly, these are simple and devout folk who truly believe that Malmhus is a place blessed by Kehret, and that it should be held by the temple in his honor. Services are conducted here daily from early spring until late fall. At any given time, especially in summer and fall, there will be from 10 to 40 pilgrims in the town, staying at various inns or at the temple guesthouse.

 

 

8. Shrine to Elka:

This shrine is favored by dwarves - Elka is the goddess of life. Dwarves typically make offerings to her on their name-days and bonding anniversaries. This small shrine is staffed by a single priest and his assistant; Vahya and Kellet are a L3/L2 cleric/dwarf and a L2 commoner. Both are Ulvirkarth clan, and are related to Melka. Many of the human women in town also come here. Vahya has lately recruited a human woman to be the third member of the Temple's staff. This woman, named Delaina, is a L2 expert, an older woman with a compassionate nature and good knowledge of "female" issues. Many women bring their newborn babies here to be blessed by her.

 

 

9. Shrine to Kol-Karthol

This is the major dwarven shrine. Dwarves are as devout as anyone, but they don’t tend to go for the major ritual shows that humans put on. This shrine is open day and night, and there will be at least one or two dwarves here at all times, praying or studying. There is one cleric and eleven lay-brothers who serve here. The cleric is Rokal Ulvirkarth(L6). He is a brother to  Melka, and a cousin of Oktal. His lay-brothers are mostly experts of Levels 2-5.

 

 

10. Shrine to Ontokoth:

This temple is less used on a daily basis than that of Kol-Karthol, but it is just as close to the hearts of the dwarves. Ontokoth is the dwarven shaper-god. All dwarves come to him when they have questions about how to live their lives, and what paths to take. It is staffed by Hodmir (L3 Clr) and his four assistants; Frokla, Hrumir,  Darri and Molni. Hodmir is of the Bakhlin clan - a rare outsider in Malmhus, but his lay brothers are all Ulvirkarth. Hodmir is bonded to one of Melka's sons who serves here in the military.

 

 

11. Rusty Bucket Tavern:

Owned by Rustom Ulvirkirth and family, this tavern is located outside town proper. It’s a rundown little place, but the food is good and the beer superb. It’s popular with the local human farmers and woodsmen, who often feel uncomfortable inside Malmhus’ walls. The tavern is a hangout for several theives as well, including Barrett Greenbottle, a known con artist and burglar. Other known regulars include Thorthir Snorruson Ulvirkirth, a dwarf who drinks too much and boasts about old adventures he went on years ago. Other regulars include a human entertainer named Ani Milko. Ani spends most of her time in the town's several taverns where she can hear tales from the world beyond the village and exchange stories with travelers and traders. She also performs at the inn from time to time to earn a few silver pieces and is an extremely good source of local information. Ani is not an adventurer and will do her best to avoid leaving town with anyone for adventurous reasons.

 

The main tavern room consists of a large chamber with six long wooden tables, a massive stone fireplace at one end, a bar at the other, and a kitchen door behind the bar. There is a cellar, accessed from the kitchen, and a backdoor that leads to the yard with a loading ramp to the cellar. The back has a 2-hole privy, and a path leading around to the front door is well-tended and somewhat well lit for customers’ ease.

 

Inside, a large wagon-wheel hung from the ceiling supports six lamps for light, and a pair of tall stools to one side of the fireplace provide space for performers. A small table on the other side of the hearth is reserved for favored customers (it seats up to 4).

 

Menu:

Drinks: serves light and dark beer, half-beer, and stout. Can also serve red or white wine (watered, and not very good), or hard cider. Soft cider, water and apple juice are also available. All drinks are 4 cp except half beer and non-alcoholics, which are 2 cp.

 

Food: Apple pie, fresh apples, cheddar cheese, whole wheat bread, beef or chicken stew, rhubarb and strawberry pie (in season), boiled eggs, cabbage, turnips, other root vegetables either roasted, pickled  or stewed. All meals are 4 cp if meatless, 6 cp if with meat; 1 sp for “all you can eat”.

 

 

12 Olaf’s,

13. The Meadery,

14. The Ivy,

 

15. Marta’s,

 

16. Good Eats,

 

17. The Last Penny,

 

18. Donnadell’s

 

19. miller

20.  bath house

 

21. bookseller/scribe/bookbinder (Herdis Astridusdottir)

 

22. copyist/illuminator/scribe

 

23, 24 mercers (clothes, dry goods, general merchandise)

 

 

25. Town Wizard:

 Jarrod Timble is the town’s only real wizard. Locals have become used to the pastel-colored smoke that occasionally rises from his workshop. He sells most of his common wares through Valthos’ herbalist’s shop. He can make potions of He rarely interacts with others, but he is quite willing to help PCs identify properties of magical items or potions they may find for a small fee (125 sp). He has the following spells in his spellbook: 0 - all; 1 - Change Self, Endure Elements, Enlarge Person, Grease, Unseen Servant, Comprehend Languages, Identify, Nystul's Magic Aura, Ventriloquism, Erase. If a PC wizard makes a successful Diplomacy check (DC 12), Jarod will be willing to exchange spells with the PC for no fee. If the check is failed, he will request a small fee (10 gp) for each spell the PC wishes to exchange. Whether the check is successful or not, the fee is more (50 gp) if the PC does not have a spell in his spellbook that Jarod does not know for exchange. See the Player's Handbook for more information about learning new spells from another wizard's spellbook. (Jarod has a +7 skill modifier to his Spellcraft checks: 4 ranks + 3 INT mod.)

 

Jarrod is only 2nd level, but trained in Harothar years ago. If the PCs treat him well, he can provide them with introductions to other wizards in towns far from here, where he is remembered and respected. Jarrod can make potions of change self, endure elements, enlarge person, comprehend languages, and ventriloquism, which he sells at normal book price (-10% to those he considers friends). He has the time and ability to make 2 potions a week, but normally there will only be 2 of each type potion available in Valthus’ shop.

 

 

Other shops/services/servants for hire in Malmhus:

3 bakers

6 barbers

 

2 beer-sellers, 1 wine-seller, 1 mead-maker

1 laundry

1 buckle-maker

2 butchers (beef, goat, etc) and 3 fowlers (chickens, ducks, etc)

4 carpenters, 2 woodcarvers, 3 coopers

3 chandlers, 1 oil-seller

1 cutler/knifemaker

8 furriers

1 harnessmaker

2 hatmakers

5 jewelers/fine metalsmiths/gemcutters

3 lawyers/advocates

1 locksmith

8 maidservants/footmen/runners

4 masons

10 “noble” families (in this case, 10 families of high town officers, wealthy merchant or farmer families, and temple priests)

5 old clothes/rag sellers

1 painter/sculptor/ sign painter

4 pastry-cooks (sell meat pies and breads/rolls)

1 plasterer

2 purse-makers (also sacks, backpacks, wineskins, other leathergoods)

1 roofer

1 ropemaker

1 rugmaker

 

temple to  Denarius (15 total clergy, incl lay-members)

 

 

Comments (0)

You don't have permission to comment on this page.