Mordentshire-by-the-Sea

The picturesque fishing village of Mordentshire-by-the-Sea sits in the cradle of the Arden Bay, in the northwest corner of the land of Mordent. It was established primarily by the wealth of the Godefroy, Renier, and Weathermay families. Lord Byron Weathermay, the current patriarch of the Weathermay family, presides over Mordentshire-by-the-Sea from their ancestral home of Heather House.

While the townsfolk of Mordentshire-by-the-Sea certainly seem to experience the memory-altering effect known as the gloom, similar to the people of Barovia, an even stranger phenomenon hangs over the town. Much is not as it appears to be in this sleepy little village.

## **Lore and Rumor**

There is a sense of tension and unrest about Mordentshire, the townsfolk are both superstitious and fearful. Rumor spreads like wildfire and omens are seen in all manner of things. You know the following lore about Mordentshire-by-the-Sea:

* The land of Mordent was settled primarily by ten families. Mordentshire itself was founded by the Godefroy, Renier, and Weathermay families. Many of these ten families have died off.
* The Renier family moved to Blackburn's Crossing shortly after its founding.
* The last of the Godefroy family, Lord Wilfred, committed suicide a long time ago. The house on Gryphon Hill has been abandoned ever since.
* Only a few years ago, Lord Byron Weathermay's oldest daughter, Estelle, threw herself out of the window of Gryphon House. He is understandably very protective of Virginia, his only living child.

## **Inhabitants**

The folk of Mordentshire-by-the-Sea are a varied and colorful lot with distinct personalities. Local rumors may even say more about some than they'll readily admit. The following townsfolk are listed in the order in which you have met them.

### **Doctor Germaine d'Honaire**

Doctor d'Honaire is an old friend who helped you on your adventures in Barovia. He owns and runs the Saulbridge Sanitarium and has been tending to your recovery.

* **Personality:** Erudite, self-righteous
* **Gossip:** He employs very strange methods to rehabilitate his patients.
* **Interaction:** Doctor d'Honaire has offered his services to you as a hypnotist. When you wish to take advantage of this, seek him out at the sanitarium. For more information, refer to the article on Doctor d'Honaire.
* **Quests:** *Storm of Souls - The Mesmerist's Pendulum*

### **Marion Atwater**

The serving maid at the Blackard Inn. She likes to play Dragon Chess.

* **Personality:** Inquisitive, helpful
* **Gossip:** Nothing yet heard.
* **Interaction:** She is tending to your needs at the Blackard Inn. She's played Shade in a few games of Dragon Chess.

### **Dominic**

The bartender at the Blackard Inn. He keeps busy.

* **Personality:** Dour, taciturn
* **Gossip:** Nothing yet heard.
* **Interaction:** He seems to be quick to have you out of his inn. He has led the few conversations you've had with "Are you ready to settle your bill?"

### **Gwydion**

A half-elf minstrel of mediocre musical skill but an exceptional tongue for gossip. He seems to be painfully aware of his lack of musical aptitude.

* **Personality:** Sour, sarcastic
* **Gossip:** He is a good source to consult for general gossip.

### **Luker**

A poor fisherman whose wife committed suicide roughly one week ago. His mind has been broken and he has been committed to the Saulbridge Sanitarium

* **Personality:** Mad, rambling
* **Gossip:** He went mad because he couldn't handle his wife's suicide.
* **Interaction:** You encountered Luker outside the Blackard Inn, as he was ranting and raving into the night streets. He was taken to the Saulbridge Sanitarium by the town guards Honorius and Carlisle.
* **Quests:** *In the Mouth of Madness*

### **Honorius**

One of the town guard. He is a happy-go-lucky man, popular with the local children, who would much rather talk out a problem than fight.

* **Personality:** Calm, reasonable
* **Gossip:** Nothing yet heard.
* **Interaction:** He helped to diffuse the situation with Luker outside the Blackard Inn.

### **Carlisle**

One of the town guard. He is an orphaned child grown hard in the occupation that killed his father and brother.

* **Personality:** Stubborn, headstrong
* **Gossip:** In his raving, Luker pointed at Carlisle and said to you "Who do you think this is, there?"
* **Interaction:** His presence seemed to agitate the madman, Luker. He and Honorius helped to restrain Luker outside of the Blackard Inn and take him to the Saulbridge Sanitarium.

### **Tyler Smythy**

Tyler and his wife, Kyna, run the town livery. He is brawny, handsome, and newly married.

* **Personality:** Affable, laconic
* **Gossip:** Nothing yet heard.
* **Interaction:** He was working on repairs to Severa Xorlarrin's carriage.

### **Kyna Smythy**

The wife of Tyler Smythy is a blushing newlywed still in the raptures of love. She is devoted to her husband but is known to be an incurable gossip.

* **Personality:** Dainty, romantic
* **Gossip:** She knows a great deal about almost everyone, especially involving the romantic entanglements of the town.

### **Solita Maravan**

Owner of the Traveler's Inn, which used to have a reputation as a haven for adventurers. Her husband, Ustis, vanished while fishing off the coast of the Pale Lady Cliffs.

* **Personality:** Grieving, determined
* **Gossip:** The consensus of the townsfolk is that Ustis Maravan is dead. Sister Summer believes otherwise.
* **Interaction:** Much of what you have learned about Solita Maravan is through the druid, Sister Summer, who has been staying at the Traveler's Inn. Maravan herself is fairly withdrawn.
* **Quests:** *Shadow Over Mordentshire-by-the-Sea*

### **Sir Tabb Finhallen**

Sir Finhallen is an adventurer who took a room at the Traveler's Inn to convalesce after a grievous wound and has become trapped in Mordent. Still, he seems to find humor in everything.

* **Personality:** Boisterous, jolly
* **Gossip:** Nothing heard yet.
* **Interaction:** He bought you a round of drinks while you were at the Traveler's Inn.

### **Volger Kervil**

Proprietor of Kervil's Shop, a general store. This ancient and unpleasant man lives in a state of squalor, though not for a lack of money.

* **Personality:** Avaricious, irritable
* **Gossip:** Nothing yet heard.
* **Interaction:** He greatly offended the sensibilities of Galdheim Lutgehr-Deepaxe when he renegotiated the price for his storage services that Deepaxe knew had already been paid for by Lord Weathermay. Kervil refused to back down on the price after Galdheim's protests, and Galdheim decided to invoke a *zone of truth* in the streets of Mordent, which drew the attention of the town guards.

### **Father Joshua Talbot**

Father Talbot is the vicar of the the Church of Saint Ezra, which is devoted to the Morninglord. He feels weak and powerless, too frightened to act against the evil he genuinely senses.

* **Personality:** Haunted, nervous
* **Gossip:** Nothing yet heard.
* **Interaction:** You spoke with Father Talbot to acquire your weaponry, which was being kept in the vaults beneath the lightning-struck church. While down there, you discovered that the church's holy relic, the *crook of St. Ezra*, had been shattered by worm-ridden undead. After emerging from the undercroft, Father Talbot had vanished.

### **Lobelia Tarner**

The matron of the Tarner family, the Widow Tarner is poor, crass, and superstitious. She has no family left, so she employs several thugs to protect her farm and her interests.

* **Personality:** Vulgar and superstitious
* **Gossip:** Nothing yet heard.
* **Interaction:** You encountered her along with several of her thugs, who were trying to burn their own barn to the ground in an attempt to destroy Panic, thinking him to be a devil. When intimidated by both Drakos Warbinder and Galdheim Lutgehr-Deepaxe, Widow Tarner relented and allowed you to take Panic along with you with no further fuss.

### **Tobias Kenkiny**

Tobias owns the old bookstore with his wife, Desma. He tried his luck at adventuring, but quickly lost his nerve for violence and bloodshed. He is understandably bookish.

* **Personality:** Cautious, nervous
* **Gossip:** Nothing yet heard.
* **Interaction:** Tobias has allowed you to use his bookstore to research the history of Mordent, in case this information can help you lift the curse that hangs over the land.

### **Desma Kenkiny**

Desma helps her husband, Tobias, to run the bookstore. The bookstore was given to the Kenkinys as a dowry by Desma's father. She has a strong, protective instinct that she lords over both her husband and the bookstore.

* **Personality:** Strong-willed, efficient
* **Gossip:** Nothing yet heard.

### **Elwin Hobson**

The blacksmith is a man of few words. When he does speak, it is usually slow and mumbled unless he is discussing his craft or his wares. He is able to mend and of your metal gear for you.

* **Personality:** Single-purposed, withdrawn
* **Gossip:** Nothing yet heard.

## **Locations**

### **The Blackard Inn (2)**

This rustic inn has been rented out by Lord Weathermay for you so that can convalesce after your feverish coma. While you are in Mordentshire-by-the-Sea, you will always have a room at the Blackard.

* **Townsfolk:** Dominic, Marion Atwater
* **Services:** Room and board
* **Trade:** Food

### **Livery (4)**

Tyler Smythy, a gruff and good-natured man, runs the livery with his wife, Kyna. He spent his time repairing Severa's carriage while you were all recovering from your feverish coma.

* **Townsfolk:** Tyler and Kyna Smythy
* **Services:** Storage and repair, tanner
* **Trade:** Tack, harness, livery
* **Hours:** 8:00am to 8:00pm

### **Garrison (5)**

The garrison is staffed at all times, with the town guards taking shifts. Justinian, the constable, can also usually be found here, deep in his work.

* **Townsfolk:** Justinian, Honorius, Carlisle, Kedar Kleinen
* **Services:** Prison

### **The Traveler's Inn (8)**

This large and once luxurious inn had a reputation as a haven for wandering adventurers. Now that Mordentshire-by-the-Sea has joined the demiplane of dread, and especially since the storm has rolled in, it has seen dramatically less patronage. The innkeeper, Solita, seems to be preoccupied nonetheless. The mood would be intolerable were it not for the loud bellowing of the inn's only resident, the former adventurer Sir Tabb Finhallen.

* **Townsfolk:** Solita Maravan, Sir Tabb Finhallen
* **Services:** Carousing, room and board
* **Companions:** Sister Summer

### **The Church of Saint Ezra (12)**

The church was struck by lightning when the storm began several months ago. The bell tower and the upper levels have been very badly burned, and rainwater pours into the first floor from cracks and holes in the ceiling. You came to the church to retrieve your magical items from Father Talbot, who had sealed them up in the vault in the undercroft to keep them safe. Upon reaching the vault, you were attacked by vile undead creatures covered in writhing worms, and found the church's sacred relic, the *crook of Saint Ezra*, destroyed.

* **Townsfolk:** Father Joshua Talbot

### **Smithy (16)**

The metal smith, Elwin Hobson, is a laconic man who likes to keep to his work. His wife, Ida, makes up for this by acting the incurable gossip. Hobson can alter or repair any metal gear.

* **Townsfolk:** Elwin and Ida Hobson
* **Services:** Blacksmith
* **Trade:** Metal goods
* **Hours:** 6:00am to 8:00pm

### **Kenkiny's Old Books (22)**

The bookstore is owned by Tobias and Desma Kenkiny. Tobias is a retired adventurer who has lost his violence and decided to settle down and run a business, which he acquired as a dowry for his wife, Desma. The Kenkiny's are a civil couple, Tobias handles the business and Desma handles the home. The bookstore contains many volumes of old literature and records from Mordentshire-by-the-Sea and the surrounding lands that date back centuries. You can use the bookstore to research information and bits of history about the town of Mordentshire, as well as other locations with the land of Mordent.

* **Townsfolk:** Tobias and Desma Kenkiny
* **Services:** Research
* **Trade:** Books
* **Hours:** 10:00am to 8:00pm

### **Kervil's Shop (23)**

The general store is run by an odious old miser named Volger Kervil, who would do anything to make an extra copper. When you came to his shop to claim your gear, he attempted to charge you a fee in a addition to the gold that Lord Weathermay already paid Kervil. This was unacceptable to Galdheim Lutgehr-Deepaxe, who called upon Berronar Truesilver to summon a *zone of truth* in the streets of Mordentshire. This drew the attention of the town guards, and a long and arduous discussion ensued.

* **Townsfolk:** Volger Kervil
* **Trade:** Adventuring supplies
* **Hours:** 6:00am to 9:00pm

### **The Saulbridge Sanitarium (26)**

The sanitarium is owned and operated by your colleague, Doctor Germaine d'Honaire. He is a renowned scholar of the mind and an accomplished surgeon. His methods have been highly criticized.

* **Townsfolk:** Doctor d'Honaire, Mrs. Grose, Miss Jessel, Axtel Bartel, Barth Kleinen, Marston, Luker, Ellie
* **Services:** Insane asylum, research
* **Teleportation Circle:** Sigil sequence known

### **Tarner Farm (27A)**

This farm on the northern side of town sits on the Mill Road just across from the Arden River. It is owned by the widow Lobelia Tarner, who lives there along with several thugs she has hired for protection.

* **Townsfolk:** Lobelia Tarner
* **Trade:** Fruits

## **Downtime Activities**

As you explore the town of Mordentshire-by-the-Sea, you will uncover various types of downtime activities that you can undertake with enough time (see the *Xanathar's Guide to Everything* for more information on downtime activities). In addition to the Relaxation and Scribe a Spell Scroll downtime activities, you currently have access to the following additional downtime activities that are specific to Mordentshire-by-the-Sea:

### **Carousing**

Mordentshire-by-the-Sea has several taverns and inns that provide plenty of opportunities for you to spend your money on fine food and strong drink. Carousing gives you a chance to make valuable contacts in town.

A workweek spent carousing costs 2d10 gp as you lavish money on food and drink for yourself and others. When carousing, pick a single location in town to frequent. You can have a maximum number of contacts in town equal to 1 + your Charisma modifier (minimum of 1). The nature of the contact depends on the chosen location. Contacts act as trusted friends and offer help as necessary, though they are unwilling to risk their lives or possessions.

* Traveler's Inn (adventurers, foreigners)

### **Crafting**

Placeholder

* Smithy (smith's tools)
* Livery (leatherworker's tools)

### **Research**

There are a few places in town that you can go to when you are in search of local history, customs, and literature. Research allows you to uncover bits of lore related to the land of Mordent.

A workweek spent researching costs 2d10 gp as you help to donate funds to the location where you choose to research. When researching, pick a single location in town to study at and a general focus for your research. The nature of the uncovered lore can depend on the chosen location and research focus.

* Kenkiny's Old Books
* Saulbridge Sanitarium