Dejune

CN SMALL TOWN
Corruption -2; Crime -1; Economy +2; Law +2; Lore +1 Society -1
Qualities Racially Intolerent (Aberdeenians), Strategic Location
Danger +10
Prosperity 13 (+2 highest bonus [law], +1 Hengsha & Icy +2 Freyden and council, +2 Marketplace, +1 Mosswood highway, +1 Strategic Location, +5 Size, -1 Food Shortage); Can support 156 additional people.
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Government Birdocracy
Population ~450 residents with up to 100 travellers
Noteable NPCs See below
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Base Value 1,000gp; Purchase Limit 5,000 gp;
Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items 0
Major problems:
* Food. Calaelen eats three times as much as it produces, and is spending large amounts of coin importing food. This is made worse by the icy weather subduing the fishing "industry".
* Paranoia. The town is so big that not everyone knows everyone, and there are many Aberdeenian refugees join the ranks. It's assumed that at least one or two of these half-elves are spies for the Shens (Aberdeenian nobles). There are signs of strain and the town segregating slightly.
Major good times:
* The rod of control weather is being used to strategically thaw the ground, allowing farms to prepare the ground for spring.
* The Fallen Sword Church is serving the most important need of the Stoneheart Valley: Faith. With guest speakers such as Snooks, Agamemnon, Lady Kingsley, Tabitha and Marle, people feel a lot more confident about the world.
* A castle exists - Castle Calaelen
=== The number of plagued and rabid beasts in and around the forest has greatly fallen. People feel a lot more safe. ===
== Inhabitants of Calaelen Town ==
[The Aberdeenian refugees]
* Hengsha
* Perrit, Apprentice to Snooks.
* Narran, Perrit's assistant
* Miri the trader
* 5 soldiers (The Runners)
* 5 farmers
The Dominion Army
* ~130 humanoids probably best described as "misc"
[Others]
* Pangu and Mishka, brothers and fishermen
* Jory the stablehand
* 4 elven farmers
* Captain Killingsworth
* Frederick II the griphon
* 3 Kobolds (Wokka, Raff and Short Yak)
* Kalmat the hobgoblin stablemaster
* Elduin, Female Human Cleric
* Jones Xu, Female Half Elf Wizard
* Karbotablepas, a mist dragon
[Constructs]
* 5 stone-men
[Others]
* Landowners
* Traders
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=== Buildings in Calaelen Town ===
* Dozens of rough stone/wood/thatch houses have been set up, housing everyone comfortably.
* 55 smaller wooden houses have been completed, providing familial or group housing for migrants.
* Two large tents have been set up as a tempoary barracks for arriving refugees
* A stockpile of building materials have been neatly piled, and is guarded night and day. Each week on the day before Lyre day, a GHI caravan arrives with more materials. This stockpile has grown to include all kinds of building supplies, not just the materials needed for the lyre.
* One fire pit, filled with 18 baby crabs. Attended by the young Lu-Jiang.
* The pond, made in a pit with rocks sunk to the bottom by Kruin.  Currently frozen over
* The white tent that once housed the Laniss device has been appropriated by the Dominion Army. The device has been moved to an secret location by Talisa.
* A massive marketplace has been built on either side of the Mosswood highway. It includes areas for carts to load an unload as well has many dozens of collapsible wooden stalls that can be freely hired by traders to set up temporary shops. A half dozen permanent shops have been constructed at one end. These shops buy select produce from wagons (normally fresh food but some trade goods as well). These shops then sell the goods over the next few days, leaving the trader free to continue their journey.The imaginatively named "Hides n Skins" is the popular fashionable shop at the moment, doing good trade as everyone wraps up warm for the winter. Beef from the farms around Sandpoint is the most popular food.
* A square hut that was constructed out of leftover parts from the church stands off to one side. The door suggests that this is the "Watch House" and rather scribbly celestial informs the educated reader that "Ita Ut Comedatis Scelerisque Elit Lepus" which causes Talisa to wince every time she sees it.
* A collection of slightly nicer houses are being built. These are the houses of migrants rather than refugees who still have their own money. Some of the migrants are starting up minor businesses or working for other citizens.
* A large, elvish structure houses the barracks, chapel and armory of the Duskguard. The Duskguard's chapel is holy ground, off limits to anyone outside the Duskguard, even Maya. The building has been expanded to also include a barracks for them.
* The Fallen Sword Church has been completed. It has it's own document now. I'm so proud of you son.
* The Memory of Laniss Mage's college is open. It is acting in partnership with the Sandpoint Mage's guild, and is teaching their syllabus as well as employing their teachers. It current supports 5 permanent staff and 25-30 students. Mogriss has given it her blessing.
=== Buildings in the Dominion Army Base ===
* The expansion of the Dominion army base has been completed, and is now it's own compound.
* The compound is surrounded by 4-foot high dirt walls.
* Similar dirt walls have been built around Dejune to slow down mass-charges like the one in the Forest battle.These walls were built and are maintained by the soldiers as punishment, physical exercise, team building, or whatever Snooks feels like at the time
* 25 Barracks, each housing 10 men as well as space for their belongings
* 6 Storage buildings
* 6 Training grounds. 2 for physical training/obstacle courses, 2 for weapons training and small mock-battles and 2 for ranged and siege weapon practice. Don't worry, they don't actually have any siege weapons.
* Yet.
* 1 Smithy, outfitted to produce low-quality weapons quickly.
* 1 Fletcher
* One large stable, holding 11 Hippogriphs. A second large stable stands empty until a cavalry is formed.
* A half-buried stone structure houses Karl the mist dragon.
=== Shops ===
* Crow's Nest. Sells Fish and the occasional crate of 'reclaimed goods' such as Aberdeenian wine and handcrafts.
* The Planar Anchor, a mead hall. Currently well stocked and furnished in a relaxed nautical theme. A second floor has been added to serve as an inn. It is staffed by tengu and kobolds. Killingsworth has called dibs on the largest room. A rusted anchor hangs outside. A stable is being added, giving travellers a much needed place to hitch up their horses for the night. Kalmat manages and cleans the stables. It has it's own document.
* The Dejune Adventurer's Guild sits above the Planar Anchor. It serves as a meeting hall, impromptu training room and carography guild/darts hall/backup pub
* Certain Objects is a horseshoe shaped building, which houses three large magical shops.Talisa manages the sale and production of wondrous items. Yugatha is a witch of the forest and a friend of Drusilla, who is a skilled potion-maker and herbalist.The third shop is occupied by students from the mages' school, who practice basic spells as a paid community service (the money pays their tuition). They mostly spend their time magically cleaning and fixing minor objects.
* Crab Rolls, a backery using the fire crabs as a heat source, processing some of the grain into traditional Tengu savory foodstuffs. Includes a quern stone which is a great stress-reliever.
* Three Brother's Sundries is open, selling general goods. The three brothers are a half-elf who manages the shop floor, a half-orc who does hanycrafts and a dhampir who has a talent for fine work and minor magics. The exact details of their shared parent are not mentioned, but their terrible grasp of idiom and slang hints that common was not their native tongue.
* Doren's Steel serves Dejune as a smithy, staffed by friends of Snooks. The forge is nonmagical, at the moment
=== Roads ===
* The town now has a few small roads, and the start of a main road leading west/east
* From the West comes the Mosswood. It is 14 days walk to Sandpoint, and the Still Sea, although a good horse can halve the time and save on shoe-wear
* The road heads East to Castle Grey, which takes about 12 hours on foot. A good horse can do it in 6.
=== Farms ===
* Three medium  fields have been planted. They're planning to grow wheat/strawgrass, barley and oats..
* A small elven orchard has started, although the plants are not intended for the Valley's salty soil. The plants are obviously struggling with the conditions.
* Between the town and the river, the borders of a dozen farms have been marked out. Some have even been plowed, ready to plans as soon as it is warm enough
=== River's edge ===
* A small dock has been constructed, as well as a storage area.
* The Burned Eel is docked here. It has been fitted with nets
=== Forest Camp ===
* A collection of a half-dozen tents and campfires marks a small group of forest people. The group is made up of some humans and elves as well as rigs, goblins and others who consider animal hides and woven-reed skirts to be suitable attire. Exactly what they're doing here is not clear, although they claim to be "Princess Erika's Retoonay".
* Erika also makes camp here. She can occasionally be seen with a map of Dejune's surrounds, guesturing at it while holding council with the forest people and Kruin.
=== Inhabitants ===
Staff
* Asa, male human expert. Once a trader from Aberdeen, Asa became the book-keeper for Corrak’s gang of marauders (where Javier, Barak and Karina were also members), and then later joined the staff of Calaelen. He’s currently surving as burser and cook. Married to Karina. Has bonded with Cheffit somewhat.
* Hired on the 4th day
* No equipment
* Wage: 2gp, 1sp /week
* Barak, male human thug/rogue. Barak is the youngest and the most ambitious. Mourning Jax’s death, he is training himself to follow in his footsteps, but lacks Jax’s intelligence or natural skill. He has struck up a friendship with Avale and Jel. He has joined the runners in an attempt to...do something. You're not sure.
* Hired on the 4th day
* Leather armor, short sword, thieves tools
* Wage: 2gp, 1sp /week
* Javier, male human expert/thug. Javier does the heavy lifting. Not the brightest, but certainly the most careful and pious.
* Hired on the 4th day
* Leather armor, short sword
* Wage: 2gp, 1sp /week
* Karina, female human expert/thug. Karina is probably the cleverest, and has taken to restoring the castle. Sensible and practical, she lacks Asa’s patience but is possibly more pragmatic.
* Hired on the 4th day
* Leather armor, short sword
* Wage: 2gp, 1sp /week
* Frey, female half-elf bard. Frey used to be the tavern bard and server at Bristleback’s in Zelkor’s Ferry. Deciding she wanted more out of life, she offered to be the steward of Castle Calaelen. She spends her days keeping track of the other inhabitants, and working with them to keep the castle from falling over.
* Hired on the 1st day
* leather armor, whip, masterwork lute, Lyre of building.
* Wage: 7gp/week
* Aldan, Male half-elf. Currently employed as a builder, works for Glodsson Heavy Industries. Aldan was a descendent of one of the baggage-carriers from the Righteous March, but has no interest in history.
* Hired on the 30th day
* Leather armor, hammer
* Wage: Now on contract.
* Falli Icesmith, Female dwarf. Currently employed as a builder, works for Glodsson Heavy Industries. Falli has hopes to one day be an architect, and is currently learning the ropes as a site manager for Glodsson Heavy Industries. The work at Calaelen is her first time as a manager (albiet with only one other person on the team), but she takes her work seriously. She is highly impressed with Agamemnon's drinking ability.
* Hired on the 30th day
* Light gear, hammer
* Wage: Now on contract.
* Marrin "Little Mortimer", Male Aberdeenian. Marrin was a soldier, possibly of some renown in Abderdeen's military. He retired to become a farmer, but no resides at Castle Calaelen as a guard. Age has begun to weary him, but he's still able to put up a fight. So there's that. He is doing his best to get Mortimer's Maxim into shape with mixed success.
* "Hired" on the 67th day
* Aberdeenian captain's full plate, scythe
* Wage 2g 1sp/week
* Avale, Female human. Avale replaces Bevin with a smile. She's upbeat in a friendly mix of camaraderie and desperation for paid work. She takes care of the horses as well as helping Marrin with guard duty. There's something a little bit off about her, possibly the greathammer she carries everywhere she goes. Friends with Barrack.
* Hired on the 71st day
* Leather armor, greathammer, winning smile
* Wage 2gp 1sp/week
* Hengsha, female aberdeenian ranger. Hengsha is a quiet woman, a scar accross her throat from a superior's attempt at executing her means she can't speak except to whisper. She wears a pirate jacket and is fiercely loyal to her people. She now patrols Calaelen town all the way to the river to keep her friends safe. Doesn't like Mirrax much.
* Given sanctuary on the 84th day
* +1 cutlass, cutlass, +1 studded leather, boots of elvenkind
* Wage 10gp/week
* Chefit the smoke mephit. Smoke mephits are rare and timid creatures, and the permanently named Chefit seems happy to help Asa around the kitchen. They do not seem to have any real objection to the other, except for some low level fear that the other may cook and eat them. That's essentially the same as friendship. Chefit loves Snooks, eating and filling rooms with smoke. Chefit has begun to suspect that Asa may not eat him after all.
* Befriended on the 94th day
* No equipment
* Wage: Snacks
* Jel, Half-orc guide. Jel once used to help people through the Forest of Hope for a decent fee. He was recruited by Corrak to train her troops, a task he did not enjoy but paid too well to stop. Now scouts the forest, on behalf of The Great Downwards
* Hit with a fireball on the 103rd day
* chain shirt, amulet of natural armor +2, mwk orc double axe, +1 shortbow
* Wage: 20gp/week
* Barbara (Half-elf female), Leicester (Human male), Flint (Dwarf male), Jenny the Penny (human female). A group of blow ins that helped set up the fair, and managed to go long enough without picking their nose and eating it to be hired by Frey as castle-hands. Barbara doesn't answer personal questions, and Leicester is so old that it's clear he has some elf somewhere in his heritage. Flint looks perpetually scared, a man with something to fear. Jenny once was the mistress to a noble, but the ensuing drama she was branded a prostitute and was left to flee. That the noble man died in a street mugging on the day she skipped town is a "happy coincidence".
* no gear
* Wage: 12 sp/week total
* Marle, human female cleric (theologian). Marle is the highest ranking cleric of Sarenrae in the Stoneheart Valley,  a religion that has all but died out. Marle is 19 and has an intuitive understanding of the divine and other people that is far beyond her years, which comes as the expense of being a bit spacey and not the brightest knife in the crayon box. Lacking a mentor she learned all she needed from old tomes, and as a result is a relic from the days when followers of Saranrae were powerful offense spellcasters, seeking out corrption and destroying it
* Formally started her duties on the 116th day
* +1 light crossbow, 20 bolts, mwk scimitar, +1 breastplate
* Wage: n/a
* Brook, human female cleric of Thyr 2. Brook came down from Tsar to follow Shades and learn of his teachings. Brook is mimicking Shades' adventurous habits by working with the Runners as a chaplain and medic.
* Showed up in Dejune on the 255th day
* Runners uniform
* Wage: n/a
* Jones Xu, Female Half Elf Wizard 4 and Taktak the raven. Jones is an Aberdeenian in all important ways. She is stoic, forceful and patient. She has a particular talent for crafting magical items, assisted by Taktak who is quite adroit at fine manipulation. Jones differs only from any other Aberdeenian arcanist by the large symbol of Thyr she wears around her neck, and a curious desire to not return to Aberdeen any time soon. When asked about the story behind her strange name, she only replies that it is not that unusual. Xu is a very common name where she's from, after all.
* Showed up in Dejune on the 255th day
* Scholars robe and some light magical nic-nacs
* Wage n/a
* Shawarma (Undercommon: "one who passes by [unscathed]"), Morlock Fighter 5. Shawarma is a peaceful, passive creature. With no real memories or identities it spends its days around Dejune town, practicing it's language (it only speaks Undercommon) and trying to find a place for itself. Morlocks are a swarm-creature, and are good at adapting to their surroundings. Shawarma is dumb as a post and has as much personality as one too, but it's amazing with any task that involves leaping while hitting something with an axe. Physically it looks like a hunched humanoid with slick grey skin. Since it lacks any skeleton, watching it move can be somewhat uncomfortable.
* Was gifted by the Elder Brain on the 251st day
* +1 leather armor and +1 greataxe
* Wages n/a. Seems to get by entirely on vegetable soup.
* The Caladies, Various races and classes. Killingsworth's industrial strength boozing and flirting has led to the creation of a group of 9(ish) young ladies who follow him about the town, flirting with him in the hope of free food, money or attention. The dresses and outfits these ladies wear does much to influence Dejune fashion, and their moods are a good litmus test for how long it's been since the Great Downwards has had an influx of wealth. Captain Mark Killingsworth was not available for comment, but the ladies assure passers by that he is "dishy" and "touchable".
* Just kinda showed up on the 252nd day
* Clothes and belt knives
* Wages: begging.
* Karlbotablepas, Mist Dragon. Karl is a mercanary of a sort, aiming to amasss as much gold as possible. She is quite young, but is brave and and quick to learn. She leads the Terror Kites, and handles the training of the hippogriphs. She will eventually move on, when she is satisfied that she has earned her pay from Shades.
* Hired on the 309th day
* Refuses all equipment
* Wages: Paid.
* Total wages 76g, 5 sp per week
* Total contract costs: 0gp
Military
* Dejune Watch
* Hengsha's Runners
* The Duskguard
* The Dominion Army
Those gone before us:
* Afrik, a half fiendish huge dire crow. Afrit has taken her eggs to seek...whatever it is she seeks. Best not to ask, really.
* Bevin, a dull flame that burned out.
Misc
* 3 ponies, one with saddlebags. Once owned by the kobolds who lived in the castle, these ponies don't have much in the way of opinions.
* 4 horses of decent stock.
* 1 stylish carriage
Four dwarves from GHI employed to help Falli and Arden with construction.
* Grag Stonehammer
* Thark Rockbeard
* Hammi  Bronzeshield
* Dolf 'The Instructor' Hauldhaegan
They're not terribly social, Dolf seems to be Falli's superior, although he is  following her orders.Category:Dejune