Hallowind Cove

## Description

Hallowind Cove has a checkered past. It got its beginnings as a hidden pirate port that housed Roatera’s treasure hungry fiends. Formerly a trading post protected and governed by an aquatic titan, the war brought that era of free plundering to an end. The titan’s glistening horde drew the attention of other greedy individuals that led to many of the resulting attacks upon the cove. In response, the pirates, once warring ships, united against the onslaught under their titan ruler. Cannons fired, swords clashed, and magic blew the foe to bits. For years they succeeded in keeping their independence, thriving in the spoils of war until their guardian’s death.

A titan arrived in the early sun with his army. At first, it appeared the citizens of Hallowind would be the victor once again but the tide quickly turned, literally. The tide rose, blocking the entrance and keeping the reinforcements from exiting the cavern and providing aid. The guardian was surrounded on all sides, wounded. The waters stained red from his and the rival titan’s blood. He’d already defeated the other titan but the remaining army proved too much. Their cannon fire riddling his body with volley after volley. The titan fought gallantly, defending the city’s hidden entrance to his final breath. His own fallen body blocking them in.

Now cut off from the general population, Hallowind was forced to change. A leader, the captain of Hallowind’s largest ship, rose above the others and demanded order. Her respect won through fear and intimidation. No longer would they war against each other. Now they would barter. A portion of the city wall was hollowed out til fresh water was found. Farms were planted and the pirates reluctantly turned to fishing, having no one to plunder anymore. A once lawless city now had the binding planks of law keeping its leaky hull together.

1. All disputes are brought before the Captain.
2. No one shall harm another unless in a sanctioned duel to settle disputes.
3. You do not steal from your fellow citizens. Thieves lost a hand or worse, depending on the offense.
4. If you wish to become Captain you are to challenge the current Captain to a duel. Winner takes all.

Hallowind is tucked into a large cove. It’s only entrance at the mouth of a titan skull that leads into underwater caves. A group of voyagers had ventured inside and caused the blocked entrance to open. Hundreds of old sailing ships were cannibalized to rebuild the city. The walls of the large cavern now lined with housing, shops, and taverns. Flags of the different crews hang proudly. Thousands of lanterns and torches provide what little light they can to the dark misty cavern.

One large galleon, The Court Ship, with the current Captain’s colors displayed still floats in the center of the cove. Smaller ships are anchored around it, retrofitted to support the fishing industry now. A single lighthouse is built upon the highest cliff, its light slowly rotating and illuminating the city in its dull light.

## Districts

**Tavern District**- The largest district in the city apart from the Dockyard. It houses the port’s taverns and brothels.

**Market Row**- The small district houses what little remains of the trade in the port.

**Greenhouse**- This is a large cavern that has been hollowed out and tilled to support growth. One of the few areas in the city that gets natural sunlight due to a hole in the ceiling and large mirrors. Freshwater has been irrigated to support crops.

**Dockyard**- This is the housing area. Large ships have been salvaged and used for materials to build housing for the citizens.

**Miner’s Caves**- Separated from the rest of the city, this cave system has been founded and used as a coal mine. Without it and it’s workers the city would never have survived.

**Captain’s Ship**- The large Galleon, The Court Ship, flies the Captain’s colors. The last remaining large vessel of its size floats proudly in the center of the cove. You do not approach the ship without first requisition permission from either the First Mate or Sailing Master.

## Economy

The isolated city exists on a barter and service system. Most goods and services agreed upon by the parties involved. Fishing has risen to the city’s primary resource with coal and grain being a close second and third.

## Population

Hallowind Cove has a mix of different races and heritages. The once pirate city now populated with the old ships’ crews. Humans are a minority in this city, outnumbered by tengus, catfolk, kobolds, and gnolls. Undine are in number, the crew of the Reefchaser being all undine.

## Geography

Hallowind Cove is located in the northern hemisphere of Roatera. The port city is tucked into a large cavern along the coast. The one entrance was, until recently, blocked. Now you travel via boat in underwater caves during low tide.

## Religion

Besmara and Gozreh are the city’s largest and most prominent deities. Besmara’s tenants are still religiously followed by the older citizens and their families while Gozreh reigns supreme in the fishing district and those families whose fate relies on their trip into the dark waters below the docks. Other gods can be found though, of which being Cayden Cailean, Desna, and Ragadahn. Their worship can be found more at small altars or in the taverns by superstitious sailors.

Hallowind also has a very large superstitious air. You never rename a boat, a hat lost overboard is a bad omen, stirring tea with a knife or fork brought bad luck, and so forth.

## Leadership

**Captain (Mayor)**: Charlotte “Whirly” Free- Undine

**First Mate (Barrister)**: Rippa- Human Wereshark

**Boatswain (Councilor)**: Rasrick “Little Rickie” Brassbottom- Gnome

**Sailing Master (Grand Diplomat)**: “Whisper”- Sylph

**Surgeon (High Priest)**: Dar Jova- Tengu

**Judge**: Sabrina - Charlotte’s intelligent Item

**Lieutenant (Magister)**: Argas “Whiskers”- Ratfolk

**Master at Arms (Marshal)**: Dyh Rotnose- Gnoll

**Spymaster**: Gilda Emeraldscale- Mermaid

**Quartermaster (Treasurer)**: Tuli “Glitter” Brepma- Kobold

### Modifiers

* Corruption- 35
* Crime-28
* Economy-22
* Law- 22
* Lore-32
* Society- 12

### Qualities

1. Deep Traditions- Increase Law +2. Decrease Crime -2, Society -2
2. No Questions Asked- Increase Society +1. Decrease Lore -1
3. Notorious- Increase Crime +1 and Danger +10; Decrease Law –1; Increase Base Value by 30% and Purchase Limit by 50%)
4. Rule of Might- Increase Law +2; Decrease Society –2.

Danger- 0

Disadvantages- None

Government- Autocracy

Population- 6,479

Base Value and Purchase Limit- 4,000g and 25,000g

Spellcasting- 6th

Minor Items- 4d4

Medium Items- 3d4

Major Items- 1d6