The World of Evermorn
Crossroads
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A small community centered on a popular location that caters to travelers and adventurers.
Score 543
03/19/20- Size/Type: Thorp
- Population: 29
- Alignment: N (good tendencies)
- Demographics: Mixed (70% human, 27% gnome, 2% dwarf, 1% other)
- Gold Limit: 4,000 / 5,800 assets
- Power Center: Conventional (town council)
- Authority figures: Bronwin
Important Non Player Characters: Bronwin, male human, Fighter 7 (equipment shop); Father Kirk, male human Cleric 8 (Sharisis); Decella, female half-elf, Druid 1 (corral); Ghorugh, male half-orc, Rogue 4 (mercenary caller); Salia Threefoot, female tiefling, (The Greasy Cupboard); Raughnokkle, male gnome, (weapon & armor repair).
History/Background: This small thorp, simply known as Crossroads, grew up out of what started as a temporary camp for a band of adventurers’ who stayed here nearly 25 years ago. At that time, Bronwin, a powerful fighter, and his mighty band had seen many campaigns over the years and had just finished leading a Duke’s army against the Bleeding Tongue tribe of black orcs and fought what they considered the battle of their lives. Their two wagons, loaded with booty, made an impressive sight to Johal the wanderer and his wife after they were chased off the main path by a pack of gnolls. Bronwin and his crew dispatched the gnolls, and Johal’s wife Madrel gave birth to their son that night. Johal was a retired bounty hunter looking for a new home and asked to share the camp. The following morning, an extended family of gnomes came up from the lowlands seeking high ground. A heavy rain in the nearby Mountains had broken their dam, flooding their hamlet. It was from these simple beginnings that the thorp began, as everyone involved simply decided to stay.
Being situated in a central location of free lands surrounded by vastly different kingdoms and terrain meant much traffic and large amounts of trade goods and supplies often came through this area. Crossroads simply offered a short respite for the traders. To this day, travelers are amazed at the quality of merchandise and available equipment in such a small place. It is truly an eclectic collection of folks that calls a simple crossroads their home!
General Layout/First Impressions: Crossroads is centered around the intersection of two large dirt pathways. It is a collection of small homes and workshops and a gigantic three-story inn known as The Keep. Surrounding this are gnome burrows set in the hills around the thorp. Down in a valley to the northwest is a wide bubbling creek of sparkling mountain water. The trees of a great forest to the south reach all the way up to Crossroads southern fringe. Wagons and horses are usually are often crowded between buildings. There’s an easiness about the place, but at the same time the folk are alert for approaching travelers. Simple shops catering to merchant caravans and adventurers are apparent immediately.
Economy/Trade: Crossroads was built off the coffers of more than a few successful retired adventurers, and it shows. The economy revolves around making sure a steady stream of supplies comes through the community making it a necessary stop for travelers. While every service accepts barter, coin is still fully respected (and it had best be; considering its location it sees different mints regularly from the surrounding lands). While many of the original settlers no longer do mercenary work, there are plenty of travelers and itenerents here who will and plenty to hire them as well. Being in neutral territory, it’s a regular meeting place for mercenary deals or freelancers looking for work. Caravans are sure to stop to hire additional guards or scouts as escort through foreign territory.
Customs/Laws: Woe be to the journeyman who comes to Crossroads imagining he can rip off the locals or take advantage of simple folk. The skills and competency of many of the villagers assure that swindlers, thieves, or worse don’t get far. Depending on the townspeople’s mood on any given day you may be branded with an X on your forehead, stripped of belongings and let out into the woods or you might just spend a few nights in the ‘bird cage,’ a series of three hanging man-cages from an assemblage of tall wooden poles grouped together to form a scaffolding. Many natives happily warn newcomers to “’ware your weapons and your manners and ye’ll get along very fine here”
Religion/Worship: While many would imagine the god of travels reigning in the faithful here, it’s actually a little-known goddess of healing, Sharisis, which the town is reminded of every day, thanks to the “tough love” of Father Kirk. It seems that daily he makes new converts or at the least attracts more believers thanks to the adventurers (both successful and not) that come through from various quests needing wounds tended to. Sharisis symbol is a single, golden-gloved female hand, palm up and fingers down on a silver field.
Connections
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