Welcome to the new Kingdoms of Kalamar towns page.

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After the Brotherhood of the Broken Chain freed the party they set them ashore in the tiny town of Haanex. The tiny port town is home to three hundred and fifty men, women and children. The town has a mayor, standing militia, 2 clerics, and a town wizard.

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There is one fine inn in Haanex, the Ki-Ren's Rest, and 'the other place' is called the Thirsty Hound. The local Inn prices in Hannex are:
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Ki-Ren's Rest

Local Beer 3cp
Imported Fine Beer or Wine 2sp
Meal:
...Common 2sp
...Good 1sp
...Poor 5cp
Shared Room 5sp - with up to two others
Private Room 5gp

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Thirsty Hound

Local Beer/Ale 1cp
Imported Beer/Ale 1sp
Meal:
...Poor 5cp
Common Room 1cp


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The PCs met the town Smithy:
Jurgen has been the town smithy for the last ten years. He shoes horses, mends plow blades, sharpens axes, and keeps the armor and weapons of the militia in good order.
He keeps no weapons in the open where children, or thieves could reach them, and only makes Scale Mail for the militia, and Banded Mail on request.

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The PCs met Alexis, one of the town's two clerics:

Alexis is a cleric of the Lord of Silver Linings, and healer by trade. She keeps a small garden behind the church, and adds new herbs to it whenever her journeys bring her to some new specimen with healing powers. She sells a wide variety of healing ointments, and slaves to the locals, and keeps stocks of certain alchemical potions to augment her healing abilities.
Celestial Health Potions 20 gp +2 to saves vs. disease
Antitoxin 50 gp +4 to saves vs. poison
Bladderwrack Tea 120 gp slows poison effect for 1 hour, grants +2 save
Purebalm 75 gp +8 to saves vs. contact, and injury poisons
Old Man's friend 40 gp automatically stabilize a dying creature
Elf Hazel 5 gp removes scars with a week of daily applications

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The PCs haven't met Elskin Torris, the town's other cleric:

Elskin is a cleric of the Holy Mother. He tries to keep a vegetable garden at his home, next to the church. Though the garden often fails, to him its the effort that really matters. If given the chance he'll talk your ear off about the year his potatoes actually amounted to something. In Winter he often journeys into the Northeast to minister to Skarrns as he is able. He's just returned from one such ministry. He's been known to sell healing potions, and other liquid blesings of his goddess, but is keenly focussed on doing good works for his faith. He's a close friend of the town sheriff, the two have known each other since childhood.
Antitoxin 50 gp +4 to saves vs. poison
Celestial Health Potions 20 gp +2 to saves vs. disease
Holy Water 25 gp Its Holy Water
Potion of Healing 50 gp Its a Potion of Healing

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Dwarven Merchants

Adurmak Angklin - This dwarf watches the younger three, drinks wine not ale, eats little, and talks less. Durmak Angklin - This dwarf quaffs his ale, and gnaws on a bit of meat, and potatoes. A jewler's loupe peeks out from under his beard. Fargad Gramdal - By the flickering light of the fire you'd expect this stocky dwarf to pound a hammer and anvil as easily as he pounds his ale mug. Ulgrum Gunterm - By his belt of tools and apron this dwarf also appears to be a smith of some sort.

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These four dwarves are bound for Ardorr-Norr, four days East of Haanex for a dwarf, maybe less than three days journey for a man. They work in gems and precious metals, one of them could probably appraise the party's gems. They've obviously been travelling for many weeks, possibly from Geanavue or Zoa. Apparently though the winds from the North have subsided with the coming of spring, the trade winds that blow up from the bay won't begin until summer.


The Upper Coins: The sparsely populated area on the left is filled with the homes of wealthy merchants, officials, and other landed gentry. Recently a section of the Lower Coins was bought up by Dwarven refugees, many now call that area Smalltown.

Mid-Town: Smalltown is a Dwarven burrough Northwest of the City Council building. An Artisan District begins South of there. The Market stretches across the harbor, below the Circle of the Gods. The Citadel and Lighthouse are on the point.

Lower-Bay: The Sinking Bay is walled off, only Navymen are allowed inside, all Navy ships dock there when not on patrol. The Low-Market, spans the harbor up to the prison at Old Castle Zoa

The Old City:
The Dregs, is now a run-down district of the poor, cutthroats, and thieves. There are many taverns here, as well as Geolain's Tower.
   
Lately, the PCs have been spending a lot of time in the old city. This is a map Geolain gave them to help them find the Sentinels hide out. Geolain's tower is built on the corner of two of the major roads in old Zoa, the oldest being the road North to the Old Port from what is now the city gate, and the second being the road that goes from the old castle, across the bridge to the rest of the city.

Expect more maps of Zoa and the old city soon...

The city of Zoa is home to some 49,000 people, and increased 3,000 more with Gnome and Dwarven refugees from the mountains. Zoa has two thriving markets, a modest navy, and a positioning right on a peninsula jutting out into the Renaarian Bay that make it a great sea port.

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