Redash

## **Game Pitch**

Thurland, a decentralized federation of princedoms in a trade rich frozen wasteland, is attempting to rebuild after the great war. While they were not at the front lines, the previously close relationship with the dwarves

crumbled as the dwarves became less trusting of the old and established relationship with the Thurian humans, and began treating them as enemies. The thurians who viewed their relationship as a partnership rather than a vassal relationship chaffed at this treatment, and rebelled, and the worst possible time for the dwarves. Now the structure of the dwarven infrastructure lays intact, but with a number of independent kingdoms and nations that share nothing but emnity and culture.

The players start in a relatively small town of Redash, which swells weekly due to its proximity to navigable seaways and many small towns that trade with foreign nations. Foreigners and diverse backgrounds have come to profit from the merchants, alchemical material, and farmers. The players may come from diverse backgrounds, but for whatever reason they have no “normal occupation” or ties, but will be called upon by the elders to help with some monster troubles.  While viewed as old fashioned, Thurland has a deep tradition of wandering hero troupes, and that is how they will be viewed.

### **Redash** -

7500 population, on the east coast, where the glaciers dont interfere with shipping - along a series of outcroppings called the broken shores. The town itself balloons in population when traders come to port with local villiagers from leagues away bring their material to trade. The town is increasing in size,  but does its best to avoid entanglements with Kaza-rgha.

Amongst the unusual characteristics of Redash, is that amongst Thurian communities it is one of the few that has stone and long lasting structures, which some think originate in the age of the Astartes. The town elders meet in the large tower, with its highest residence taken up by the community shaman, an venerable old woman named Helga. Its bottom parts serves as the town square when needed but is often used as a Pub and Inn called the Red Lion.

### **Notable locations**

#### The Ruined Lion  -

Sign says Red lion, but it is built off the old barracks, and a 2nd smaller tower. The Red Lion is run by a Magnus Lerch, a burly man with big black hair. He has decent food and ale, but it is of Thurian fair, exclusively. Magnus is a traditional Thurian, to a fault. He has a prominent altar to Vatolis, and does not abide foreign entertainment or gods in his establishment. With others, he will admit he has no problem with other styles, but views his place of business as a shrine to “traditional” Thurian culture and the community. In fact Magnus is the grandson of a wealthy Mongrel immigrant. The Lion also acts as an impromptu town hall (The ground floor of the barracks), council chamber (the ground floor of the tower), and Helga lives on the top floors of the stone tower. The Ruined Lion has an adjacent motel and livery, run by the daughters of Magnus.

The Stone Tower: Jutting out of the Ruined Lion is the Stone Tower, imposing and at least 7 stories tall. It is clearly of Astartes design, though has fallen into disrepair and ruin, with ice-ivy growing all over it. An old woman lives in the highest reaches of the tower, who some call a witch. Its no secret that Helga has some magical training, and has acted as doctor and midwife to many of the families of the area. While old and ugly, she has been there forever. Many look to her for wisdom, and none dare speak ill of her, even her enemies, because so many owe her so much.

#### **Old Boar Inn** -

Not very old, and not much of a bore, The Old Boar Inn was originally built by a dwarven merchant, and was intentionally cosmopolitan, It is well crafted and includes designs from many cultures represented in Redash. The owner is an pale elven woman (Sjarhan Thulusian), and her half elven husband (Bjiorj Fafnar).  She acts as a smuggler, fixer and though she pays protection to Mayor Talis. She gets lots of jobs, hires adventurers and purchases artifacts, to smuggler to purchasers all over (Astartes, Elven, as well as others). Her tavern hosts lots of foreigners, and so carries a variety of music, drama, and art. She is originally of Silver elven extract, and it shows in her haughtiness on occasion. Always calls everyone by their first name and some affectionate title or pet name, and always remembers everyones name.

#### On a daily basis has a small number of vendors, locals, and seems empty. On midweek it fills substantially, as merchants, farmers and craftsmen from all around come. Most mundane items can be purchased, and nobles often send their seneshals or servants to get luxury items from around the world. Some more notable vendors and merchants:

**The Cods Sake** - Fishmonger, and importer, run by a thin man named Askel Eidsson, who is related or knows nearly every fisherman in the region. He loves the name of his store, and mentions it whenever possible. There are other fishmongers, but he is the wealthiest and loudest.

**The Stori Merchant -** Owned by the Hercle family, and acts as a general store for imports. It has tight security with a few halberded guards, and a younger Hercle cousin or nephew.

### **The Longhouse**

-The traditional community hall, and home for the leaders, has been turned into the Mayor's main office and residence

#### The Old Tower -

A former Astartes fortification, broken but not destroyed, millenia ago by the giants. Most Thurians avoid such structures as dwellings, but not the Herecle Family, who have used it since their patriarch’s exile 60 years ago, repairing the masonry. And putting additions onto, what was a military installation. Since Fredrico Herecle passed 10 years ago, and left Kerwyn in charge, she has maintained a small garrison, including a few trained men at arms, improved the magical defenses (some of which are original to the tower), and expanded the grounds.

The oldroad, used by northern farmers and tradesmen - no longer used due to its disrepair and rumors of monsters and creatures, except by the desperate, brave, or those willing to pay for escorts. There are many pathways that lead off of the Old Road, including a Pelorian Monestary to Ammehnra, that acts as a missionary outpost for the cult of monotheists.

The new road, a coastal road that leads through other towns and to Kaza Rgha. Some adventurous people avoid this road because of its tolls, and either go by the old road, or create trails around the set tolls.

The east road leads to the next major town which is far off about 3 weeks ride. There are a few small inns, along the way to Bayburn, a harbor town along the broken coast, which short of those have no passable waterways.

**Events**  :

* The Players searched the Old Road looking for the source of the disappearances,
* Creatures made of twigs
* Kobold - Gak
* Valen - Dragon Tomb
* Through the Kobold Tunnels
* Mongrelman Territory
* Caltryx
* The Leftovers
* Down the Well
* Summoning Pit