Hilton (Town)

**Hilton** is a town that sits in Ankenbrandt County of the Feherbairn Earldom, which is a part of the Duchy of Adalbert in Stormloft Kingdom of the Empire of Parnak.

## Description

### Bigbang's Pub

*You enter the establishment, laughter echoing out into the street throughout your approach. The majority of the people inside are human, but only just barely outnumbering the number of gnomes. Most of the gnomes are blonde- or dark blue-haired, but the gnome standing behind the bar has bright red hair. He stands on a pair of clockwork stilts that he clomps on, walking back and forth cleaning glasses and serving drinks. A few serving girls buzz about taking meals and drinks to tables. Behind the bartender and mounted on the wall is an eerie trophy, the skeleton of a small one-eyed creature consisting mainly of a horrific maw filled with needle-like teeth.*

The bartender's name is **Fyziks Bigbang** and he is also the establishment's proprietor. In addition to this job, he is also a counselor to Lord Haverhill, an accomplished mage, brother to Cabloo Bigbang who is the proprietor of Cabloo's potions, and he is a founding member of the Silver Fangs.

Closer inspection of the skull and an Intelligence (arcana) check DC 13 reveals the skull to be that of a beholderkin and a result of 15 or higher reveals it to be that of a spectator (Monster Manual pg. 30), a lesser beholderkin. The story behind the skull, which everyone in the tavern knows and Fyziks is more than happy to retell, goes that Fyziks and his adventuring band known as the Silver Fangs felled it on their last adventure that saw them getting a large amount of money. Fyziks bought the pub and a shop for his brother. Another member of his group, Anton Haverhill, purchased the town of Hilton outright with his cut.

The folk in this establishment are simple miners and farmers, swapping out of shifts as hard-worked folk stumble in and others leave to go home or start their shift. Any inquiry into work would yield the following:

*Foreman's lookin' fer a group o' adventurer-types to find out what's happening in the mine. Folks say there're goblins coming into the mine and killing or takin' folks. Damn rumors are scarin' our workers outta workin'. Go see the foreman.”*

In addition to that, the people are willing to talk about the region. Feel free to use the following conversation points about the area to help immerse the players:

***Rivers (the Giant's Drink, the Giant's Tinkle, the Witch's Run, and the Winding)***

The Giant's Drink splits at the Giant's Split, between Bruce and Stormloft. The Drink runs through Stormloft and the Tinkle runs through Hilton. The Witch's Run comes down off Mount Illuminus and right into Lake Ogden through the Half-cut Hills. Lastly, the Winding River forms out of the Giant's Drink and flows south and then east into Lake Ogden.

*“Good fishin' most of the way. Mind you, it ain't as good as what it were when I was a lad.”*

***The Giant's Split***

Very craggy, deep fissures, flooded in places, wooded in others. Full of steep declines; it's hard to move safely here.

*“There be all kinds of goblins of all sorts in there. Some say there's an elven enclave right where the river splits and they keep the goblins occupied so they don't come mess with us goodly folk.”*

***The Brychan Hills***

Old limestone hills with few monsters or humanoids. These hills encircle Mount Nuhc and are spotted with towering crags and cairns.

*“There be that funny ranger man up there, he be fairy-fogged, you mark my words!”*

***The Half-cut Hills***

Plain limestone hills and crags cut into the earth. The Half-cut Hills surround the base of Mount Illuminus.

*“They say during the War of Sword and Serpent a old wyrm landed so hard there it cracked the hills in half and it took half the broken stone to build her throne. Or a castle. Or something. Leastways, that's what Old Mugpounder says. One of them dwarf stories that are taller than a cloud giant. Can't remember too much about 'em without enough ale inside ya. Buy us another tankard and the details might just come to me...”*

***The Hardlow Hills***

Old heavily wooded hills north of Hilton. They are considered a very hard trek and are rarely journeyed through to get to Stormloft, though there is a path. Another path through them leads to the Giant's Drink and up to the split.

*“Most elves come through the Hardlow Woods when they come down from Galatia. Normal folk should journey through 'em without a guide, I'd say. There are worgs and wolves inside. Wolves as big as an ox that can freeze a man solid by just breathin' on ya. I'll take the long way 'round if I'm going to Stormloft, thanks.”*

***Howler's Hills***

Barren, desolate hills and moorland. Very little shepherding here, though there are some (easy to miss) trails to the south lands.

*“Rumor has it there's a goblin tribe in the Howler's that can change into wolves and worgs and chase down the fastest of horses. It's said they kill so much their faces are stained red. Bullocks, just thinkin' about it makes me go all funny like. Buy me a drink will you? Just medicinal, like. One of them little brandies-no, better make it a large one.”*

***Red Moor***

Largely barren moorland used for grazing by shepherds from the south of the region, around the margins of the Ajon plantation and the farmsteads there.

*“Aye, it be a safe enough place if you keep your wits about ye. Not like the Howler's Hills or the Giant's Split! Why, I could tell you tales about some of these parts that would make your hair go white, that I could.”*

***Blue Moor***

Moorland that is contested between Bruce and Jether. After the fall of Jether, the south side of the Blue Moor is inhabited mainly with orcs and goblins.

*“That's where they came from, Jormugndr's army. Gathered up in the Blue and came down upon us. That's why so many folks think they came from the east. From Stormseye.*

***Green Moor***

***Mount Eonis***

This is the largest mountain in the entirety of Parnak province. A hird (or clan) of cloud giants rule its highest stones.

*“The biggest mountain you'll ever see, I wager. Buncha giants live on that mountain and it's said dwarves'll go up there with holy books and icons once every year or so.”*

***Mount Illuminus***

A mountain south of Hilton. It is said there are all times of horrid monsters on the mountain, most notoriously frost giants.

***Mount Stormseye***

A large mountain just east of the Stormloft region. Rumors abound about the mountain because very few settlements are near it.

***Lake Ogden***

Lake Ogden is the largest body of water in the region. Lake Ogden is surrounded by a number of tiny hamlets, but no large settlements due to it being a popular site for monsters and hostile wildlife.

*“Not too many folk go 'round there, but those that do get some big fish outta it. I hear there's too many orcs and such wanderin' 'round the lake. Some say there's something in it, too. Some kinda monster that eats fishin' boats. Nah. I'll stick to the rivers, thanks.”*

***Stone Fang***

A craggy cairn south of Hilton. Rumors hold that within it lairs a vile black dragon.

***Ragnelle's Grove***

The grove is a patch of hearty oak trees with a lake at its center. Members of House Ragnelle are said to make pilgrimages to this site to honor the ancient romance between Iseri Ragnelle and Hadrian Mareschal, a very famous royal love story. Fey creatures are said to reside in this mystical place.

*“Do you know the tale of Hadrian and Iseri? No? Lemme tell ya 'bout it. Ya see, Iseri was promised to the first son of the Omeas family, but Hadrian loved her so much and she loved him that they ran away together. The king of House Omeas, before they became Emperors, really, was so mad he raised up an army and started a civil war! It's said that the two stayed in that grove and many think they ran away together into the Feywild.”*

### Cabloo's Potions

*You enter in through the shop doors beneath the sign with an icon of a bubbling bottle painted upon it. Inside, there are shelves lined with all types of bottles holding all different colors of liquids and exotic materials in glass cases or just lying about on shelves. The whole shop has a musky smell to it with a faint hint of burnt wood. Sitting at a small desk with back to the back wall is a red-haired gnome battering some reagent with mortar and pestle. “Yes?”*

**Cabloo Bigbang**, a red gnome wizard and brother to Fyziks Bigbang, is a brewer of exotic potions that can make a man breath flame and even become wreathed in it without burning. His shop is renowned, but occasionally his potions and his brother's brews end up mixing, making for some unexpected results in both his and his brother's establishments.

### Census and Excise Office

*An old building at the side of the road looms over a queue of people. They appear to be road-weary travelers with all their belongings in toe. Guards pace up and down the queue, speaking to individuals at random. It would seem they are asking folks if they're from Jether and if they mean to stay in the city for a long time.*

Due to the influx of refugees into Hilton, the Census and Excise Office is usually surrounded with people trying to work out their paperwork and rights to working in Hilton. A line is typically formed outside the building and it can take some time to get through to get your matters resolved. The main officer in this place is an older gentleman named **Ergal Socius**, who the party may have already met.

### Church of Iveriu

*This building appears brand new when compared to the other stone and thatch buildings about town. A bell tower and steeple is set over the main entrance and ornate stained glass windows with religious iconography and imagery are set beneath Vothic gargoyles and statues. A pair of large double doors is set at the top of a dozen or so steps.*

This church is one of the newest buildings in town. It is built of heavy stone and has Vothic architectural features such as gargoyles, stained-glass windows, and reliefs that adorn the church and make it the most noticeable structure in the town. Bishop **Joseph Willinghelm** presides over services on the first and fourth day of each sixday. Additionally, he will perform minor healing to any who tithe and are devout followers of Iveriu.

### Hilton Keep

*A mot and bailey style keep sits in the center of the town atop a high hill. Soldiers drill in the courtyard.*

This keep is the seat of power for House Haverhill and is ruled over by Lord Anton Haverhill. In his stead, his adviser Reah Jachael maintains the house. Lord Haverhill is married to Eloen Haverhill and they have two children, Ian and Elsa.

This site is described in detail in **Part I: A Lord's Request.**

### Hilton Marketplace

*The road leads up to an open space filled with people and tents, booths and displays for all sorts of wares. The sounds of haggling and barking rings out across the area.*

The Hilton Marketplace is one of two markets in Hilton. It is mainly where foreign merchants stop before making their way to Stormloft and the Grand Bazaar on the Shining Way. If they didn't do well in Stormloft, they'll try their hand here before moving further south to the other kingdoms or back north to the elven lands in Varhuine province. Nearly anything can be found for sale here. The contents of the market and the salesmen therein are at the DM's discretion. There is a ten percent chance that a wandering merchant named **Kenji Toru** will be present in this market. If he is, he will have five random magic items (consult the DMG for ideas) that he is willing to sell and a bag of holding he will part with.

### Klakern's Provisions

*A simple building with a stable around the side. A wagon sits just out front with a sign denoting it to be for sale. Upon entering, a halfling greets you as he goes about stocking shelves and generally going about busy work.*

**Klakern Riverwild**, a riverfolk halfling merchant has made a small shop for himself here. He buys and sells goods that serve travelers and the local farming community. Most of his wares come from riverfolk tribes that come down the Tinkle or from dwarves that venture through Hilton from Seahold. He has all items listed under Adventuring Gear and Tools in the Player's Handbook. Additionally, he has 8 mules, 4 draft horses, 2 riding horses, 1 warhorse, bits and bridles for all animals, pack saddles for the draft horses, riding saddles for the riding horses and the warhorse, and a wagon. All can be purchased for their listed prices. He will direct anyone interested in feed to the farms just south of his establishment. Klakern is a member of a number of guilds, including the carpenter's guild, cartographer's guild, cobbler's guild, gemcutter's guild, tanner's guild, tinker's guild, and the wagon-maker's guild.

### Mugpounder's Smithy

*The ring of the anvil grows greater as you approach this large home with a large open porch. A couple of folks sit about on a log out front, smoking pipe weed and drinking from clay tankards, but keep to themselves. A stone forge with a metal flew over top draws the eyes to it and a hardy old dwarf labors over the fires with hammer and tongs in hand. He seems to be working on an armsman's sword and he dunks it into a quench tank as you come into his field of vision. “Aye! How can I 'elp ye?”*

**Chard Mugpounder** of the Mugpounder Clan has lived in Hilton for nearly three decades, well before it was renamed from Lavaston to Hilton after the new lord of the town purchased it from the old lord. In that time, he has built up a fine forge and workshop that is littered with icons and displays of his faith in Angum, the dwarven god of craftsmanship. His clan traditionally follows the teachings of the dwarven god of merriment and drink, Throlthk, but Chard felt the teaching of Angum resonate with him. He left his family's ancestral holds in Mount Coalbeard and Stormloft and has made a name for himself here as the town's smith. Any items that would be made of metal or stone can be purchased here for its listed price.

### Old Mine

*Cut deep into the mountain is a large worksite that has been left to time. Rocks have fallen from the mountain and the place is covered with scree and loose stone. Up ahead, there appears to be a cave cut into the earth, boarded up with planks and timbers.*

This old abandoned mine is poorly sealed off with boards and planks. The words “Keep Out” have been crudely painted by the town guard in Common, Elvish, and Dwarvish on the boards.

This site is detailed in **Part IV: The Old Mine**.

### Old Town Well Marketplace

There is a ten percent chance that a wandering merchant named **Kenji Toru** will be present in this market. If he is, he will have five random magic items (consult the DMG for ideas) that he is willing to sell and a bag of holding he will part with.

### Refugee Camp

The refugees from Jether and the smaller settlements in the area attacked by Jormugndr's legion have formed three camps in Hilton. The northwest camp is where farmers have stationed themselves and they help with the farm work where needed. The east-most camp is where the folks who help in mines have gone and there is plenty of work for them. The middle camp is where new refugees have come and people who cannot work stay. It is common to find either of the three priests of the three faiths of the town helping people in these camps.

### Shrine of Atavius Gratiarus

*Up on a small hill covered with tombstones stands a large statue of a man with folded wings on his back. The man holds his arms out wide and up to the heavens. The craftsmanship of the statue makes it look to be life-like. Sitting at the statue’s base is a priestly man reading a large book. He looks up to you as you approach and nods to acknowledge you.*

This massive statue of the mortal form of the God of Absolute Law was constructed early during Lavaston's history, well before it was bought by Anton Haverhill and renamed Hilton. The missionaries from Ocyria hired dwarves from Seahold to fashion a statue in honor of their god. The barracks (see below) were once a church to the god Atavius, but as the new lord of the town worships Iveriu, he has had the church re-purposed to house the town guard and militia. The shrine is tended by a devout priest named **Escabald Julius** who will offer aid in the form of prayers to those dedicated to his god.

### Shrine of Iveriu

*On the highest point of the highest hill in the center of town stands a large statue of a man with a large sword set before him point down to the earth. This statue is so big and so high up that it can be seen from everywhere in the town. It looks like it might have been made by dwarves.*

This large statue was commissioned by Anton Haverhill when he purchased the town. He wanted to mark the town of Hilton as loyal to the god Iveriu and so he had the same dwarves who crafted the statue of Atavius return and make for him a statue of the Saint Iveriu standing proudly on the town’s highest hill. It stands high above all other things in Hilton, some fifty feet tall up on the hill’s highest point.

### Shrine of the Seasons

*You come through the trees to see a bright white marble rotunda with a statue of a fair woman clothed in a simple shift. Her hand is gently reaching up to the sky and her pose seems light despite being stonework. Before her is a small stone altar with mountain flowers arranged on it surrounding a laurel of ivy. Kneeling before the altar is a woman with lavender hair and long pointed elvish ears. She rises and turns to greet you as others mingle about the statue, most of them being elves as well.*

A magnificent statue of a beautiful fey woman is the site of worship for those devout followers of the Fair Gods. Bicovaria, the goddess depicted, has no actual temple, but the shrine and its surrounding garden and wooded area are tended by an elven priestess named **Meluriel Stacianodel**. Her other duties include counselor to Lord Haverhill and member of the adventuring group known as the Silver Fangs.

### Solthar's Innhouse

*You enter the innhouse and a large northern man greets you with a loud, gruff, booming voice. “Hail! Are you wanting to stay the night?!”*

This small building is owned by **Solthar Bryvx**, a Vendaran fellow who rents rooms to travelers. His building has a total of 12 separate rooms with varying prices. The inn has six common rooms which can house up to eight people a night for 2 silver a night for the whole room or 4 coppers for a bed. Each bed is granted a lockbox for personal things that is bolted down to the floor at the foot of the bed. The inn has four individual rooms which have lock and key and a single bed. These rooms are 2 silver a night. Finally, he has three special suites: the Red Room and the Blue Room. The Red Room boasts a heated bath and fine silk sheets. The Blue Room has a study, a small library of historical books, and a set of alchemist's tools that the guest can use. The tools are checked before the guest is allowed to check out. The suites cost 2 gold a night.

### Stumbling Delver

*The sign above the door shows a depiction of a man falling into a mug. The windows are covered in old dirt and the establishment looks to be in a bad state of repair. Sitting outside the door is a man curled up in a heavy black cloak. He gives you a look as you approach and a nod of approval as you make your way in. The folks inside seem to be a quiet lot. The bartender waves you over and asks what you'll have.*

This tavern has a few small buildings behind it with rooms for rent. Most are occupied by the regular patrons of the Delver. The reputation of the tavern is due in part to a group called the Mardigan Family having set the establishment to be a safe place for members of the family. Any PC with the Thieves’ Cant class feature would identify markings on this tavern marking it as a safe place for thieves and a place where a rogue might find some work in burglary or banditry. Two individuals in the tavern are of note: the bartender and a man who isn't immediately noticeable by any who don't have Thieves' Cant. The bartender is a fellow named **Mart Malcolm**. It is said he is the face of the Family in Hilton for those in the know, but he will come off as a bit of a gossip or just someone eager to talk to others. The shadowy man is **“Mad” Patrick Mardigan**. He is a well-known member of the family and is someone who decides which jobs need doing. Additionally, he is a member of the Silver Fangs.

### Town Guard Barracks

*This large building looks to be a large church with a bell tower steeple. The holy symbols that would adorn the church appear to have been removed from the building and it is surrounded by guards practicing their melee and archery skills. It would appear this building serves as a barracks for the town guard.*

The town guard of Old Town consists of one hundred and twenty-three guards that work a series of four shifts that police the area and secure the jails in the barracks. The barracks are held inside the former church of Atavius. The building was given to the town guard and the militia by Lord Haverhill after taking control of the town as he was a devout worshiper of Iveriu and felt having such a massive building used for worship and not for a functional purpose was wasteful.

A town guard has the same statistics of a **guard** as per the Monster Manual. Additionally, several citizens of Old Town are members of the militia and, when a call to arms is rang in the large bells of the town guard barracks tower, will ready themselves and join the defense of the town. This increases the guard’s size to eight hundred and forty-eight, though only the before mentioned guards are martially trained (militia are **commoners**). These numbers do not include assistance from the players themselves.

The master of the Town Guard is **Magistrate Mercer**. He works through first, second, and third shifts, either patrolling the city or working in his office.

### Town Guard Towers

*Before you is a simple watch tower, made of large trunks bound together by lesser lumber with a ladder that leads up to a simple loft where a guard stands vigilantly. There are several of these towers all around the town.*

Surrounding Old Town are a number of guard towers, built to survey the hills and crags that encircle the town proper. Between these towers is a stone wall, broken in places and standing no higher than ten feet. Most of the refugees of Jether have made their way to Old Town or Stormloft, but as the town becomes overfilled with people, the guards have become more vigilant in their duties of ensuring no one passes over the walls. To attempt to sneak over the wall requires a Dexterity (Stealth) check DC 17. Anyone who attempts to sneak past and is caught will be instructed to stop and might be escorted to the magistrate.

### Town Hall

*A large building up on a hill stands before you. A winding path leads up the hill to the large double doors of the building. You enter into a large foyer with four halls leading out from it. A desk sits in the middle of the room and behind it is a woman writing out some official document. “Greetings!” she exclaims as she puts her writing aside. “How can I help you?”*

Hilton’s town hall is broken up into a series of different offices, including the Census and Excise Office, the Master of the Guard’s Office (also called the magistrate’s office), and the Office of Commerce. Any Intelligence (history) checks made to learn general details about Hilton and its surrounding region made in the Office of Commerce has advantage.