Fallcrest

Key Locations in Fallcrest

Picture of Fallcrest’s locations (Numbered): http://faterpg.files.wordpress.com/2008/10/excerpt_4e_fallcrest1.jpg

1. Tower of Waiting

This old fortification was built on a small island in the Nentir to guard the city from any waterbourne attack from the north, and a similar tower once stood to the south of the lower quays. It fell into ruin before the sack of the city, and is now little more than an empty shell overrun by mice and birds.

2. Upper Quays

Boats proceeding down the Nentir must stop here and offload their cargo, which is then portaged through the town to the Lower Quays and loaded onto boats below the falls. Likewise, cargo heading in the other direction is carried up to these quays and loaded aboard boats bound upstream.

A surly dwarf pugilist named Barstoumm Strongbeard runs the porters’ guild, and he takes a cut of any wages paid to laborers carrying cargo up or down around the falls. Guild cargo is often offered a reduced rate.

3. Five Arch Bridge

Dwarf artisans from the citadel of Hammerfast built a fine stone bridge over the Nentir two hundred years ago. Although the bridge was destroyed when Fallcrest was invaded, the great stone piers supporting it remained intact, so a few years after the invasion the people laid a timber tresle over the old stone footlings.

A small toll house guards the western side of the bridge. Five Fallcrest guards under the command of Sergeant Thurmia watch this post. They collect a toll of 1cp per head (and 1sp per mount) making use of the bridge in either direction.

4. Nentir Inn

A fine building constructed of fieldstone and strong timber, the nentir inn stands on the west bank on the river. Merchants from Winterhaven, Harkenwood or Hammerfast make up the clientele, along with travellers who happen to be passing through. A good room with two single beds goes for 5sp per night. The Nentir Inn also boasts a lively taproom, which is popular with the folk who live in the vales on the west bank of the river.

The inn has changed hands several times in the 50 years following the reclamation of Fallcrest, following the Assault of the Red Hand Tribe from the Wastes. The current proprietor is a charming half-elf named Erandil Zemoar.

The inn is seldom frequented by the members of the mercenary comapanies, who tend to stick to the Silver Unicorn Inn and The Blue Moon Alehouse.

5. Knight’s Gate

Fallcrest’s northern city gare is known as the Knight’s Gate, because the Lord Warden Markhelhay’s personal Bodyguard, entirely composed of Riders, normally come and go by this road when heading on their hunts. The gate consists of strong outer doors of iron-reinforced timber and an inner portcullis betweenn a pair of small stone towers. The portcullis is notmally lowered at sunset, and the gate only closes in times of danger, and as such hasn’t been closed in the last four decades.

The gatehouse barracks accomodates five Fallcrest guards plus the standing Sergeant Nereth.

The Town Walls

Fallcrest’s Hightown is guarded on two sides by a wall (the river and the bluffs protect the other two sides) It consists of two parallel barriers of stone block with a few feet of hundred yards or so, a smaol tower strengthens the wall. Two pairs of sentries (Fallcrest guards from the castle, usually wash-outs from Goldwin Meyer’s scholarship groups) walk the wall tops at night, but unless danger is imminent, the towers are left locked and aren’t manned. The guardhouses are permanently garrisoned.

6. Silver Unicorn Inn

For many years, the Silver Unicorn has billed itself as “the Pride of Fallcrest,” charging high rates for its attentive service and well-appointed rooms. The opening of the Nentir Inn put a dent in the Silver Unicorn Inn’s business, which was then filled with the arrival of the Officer class of the Mercenary Company. The owner is a stern halfling matriarch named Wisara Osterman. The room in the Silver Unicorn costs 2gc per night.

7. Halfmoon Trading House

The halfmoon family is a large clan of halflings who keep small trading posts in several settlements throughout the Nentir Vale. this is the largest and most important of those establishments. It is an excellent place to purchase any and all mundane equipment.

8. Moonstone Keep

The seat of Lord Warden Faren Markelhay, Moonstone Keep is an old castle that sits atop a steep hill overlooking the town. The outer bailey includes barracks housing 60 of fallcrest’s Town Guards. The keep is at the north end of the castle.

Faren Markelhay is a balding, middle-aged human with a keen mind and a dry wit. He is a busy man that sees to local matters personally, so he reserves a large amount of time for the Mercenary group that orchastrates the defence of the town. He doesn’t travel often, and so is eager to hear news of other parts of the Glimmer and will talk with any who will wait to talk with him.

9. The Tombwood.

Along the southern slopes of Moonstone Hill grows a large thicket that has never been entirely cleared. Within its tangled paths lies the old castle cemetary (Now heavily overgrown), as well as a large battlemound, dating back to the reclamation of the furthest parts of the Glimmer.

10. House of the Sun

This is a large temple to Pelor in Hightown, it also supports shrines to Kord, Moradin and Bahamut. The temple is maintained by a fiery Dwarf Priest of Pelor named Grundelmar who came from the North-west.

Fallcrest

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