Rel Mord City Map in Greyhawk | World Anvil

Rel Mord City Map

Despite its location deep within Nyrond, Rel Mord is heavily defended and maintains the appearance of a huge fortress. Originally armored to protect itself against Nyrond Ts conquered states (the County of Umst and the Theocracy of the Pale), the city watch now keeps its eyes toward the evil nations of the east. Any alert from Almor or the Flinty Hills is likely to arouse the city's battalions of light infantry, archers, and artillerists. In the two centuries since it was built, however, Rel Mord has never been scarred by warfare.

As the political capital of Nyrond, the city is also a center of trade. Many caravans visit Rel Mord while traveling between Almor and the northwestern lands. Two groups travel heavily on the Dun tide River: hillmen from the Flinty Hills, who provide lumber from the Gamboge Forest, and merchants who trade precious metals and gems from dwarven mines in the Rakers.

Rel Mord tends to be peaceful due to the abundance of Nyrondese soldiers. One group of soldiers, caked the sentinels, acts specifically as a police force. They are authorized to use deadly force "as necessary" though abuse of this liberty is not tolerated. Civil disturbances are kept to a minimum, but crimes such as theft and murder are a problem because of the heavy trade in copper, silver, and gems.

The capital of Nyrond is located on one of the vast grasslands which dominate the southeastern quarter of the continent. The Duntide River flows from northeast to southwest past the northwestern fringe of the city.

Important structures (the city wakst fortresses, fortlets, temples, the City Dungeon, mansions) are built of stone, while more common buildings (shops, poor and common residences, warehouses, etc.) are built of brick and timber.

Rel Mord
Map Locations

1. Royal Palace

 

This massive stone structure is the residence of King Archbold III and his family, as well as a small number of advisors, high-ranking officials, and other important nobles. The palace is patrolled by 100 Elite Guards (3rd-5th level fighters) equipped with plate mail armor, longs words, and small alarm horns. Intruders (who are rare but not unheard of) are captured for interrogation, then sent to the City Dungeon (area 16) to await trial at the Law Courts (area 15).

2. City Fortress

This structure is equivalent to a large castle, complete with gigantic towers topped by siege engines. It overlooks the Duntide River, the Fortress Bridge, and the only gap in the city wall. There are always 1,500 soldiers stationed here, mostly heavy cavalry and light (urban) infantry. Many soldiers are trained secondarily as archers and artillerists. Leading these troops is the General Prime, a 12th level cavalier who is loyal to Archbold III. Five docks extend out over the river. At any one time there are 2-5 small warships tied here, while the rest patrol the waters up and downstream from Rel Mord. Each day 1-4 warships leave (carrying one captain, two lieutenants, five sergeants, and 50 soldiers) and 1-4 warships return.

3. City Wall

 

Rel Mord is surrounded by an immense curtain wall, 30 feet high and 10 feet thick. Battlements line the top, while a small tower extends out from the wTak every 100 feet. Soldiers with alarm horns pace along the battlements, and since the grasslands tend to be green and boring, the soldiers scan inside the city as much as outside.

Besides the gap at the river, the wall is broken only by three main gates. Each of these passageways consists of a stone gatehouse manned by 20 soldiers. Normally the gates are kept open at all times, though in emergencies the gates are closed and no one is allowed passage. The soldiers keep watch over all who pass the gates. They question ak suspicious persons and detain suspected criminals.

4. Fortlets

 

These two small castles are maintained as secondary defenses to the City Fortress. Each is manned by 250 soldiers and armed with several catapults. The Colonels who command these fortlets are trusted Nyrondese, and their loyalty to the King is unswerving.

5. Shipyards

Many merchant and passenger vessels dock at these rows of piers. Sailors, merchants, and travelers often crowd the shipyards, while hired guards (typicaky Iron Fist Guild warriors) watch for theft and brawling. Three large warehouses stand behind each of the two dock areas, and yardworkers busily wheel cargoes to and from these buildings. Next to the southern piers is the yardmaster's office. The yardmaster is an Bth level fighter who oversees matters in the shipyards. He makes sure that business runs smoothly and that those who use the docks and warehouses are properly charged.

6. Food Market

Farmers come from many leagues to sek their produce in this open area. Fresh fish, vegetables, and grain are sold from dozens of horse- drawn carts. In daylight the place is always crowded with customers from all levels of society. Soldiers at the gatehouse and on the walls keep watch on the market in case of trouble.

7, Goods Market

This area is crammed with covered stalls from which peddlers sek various items. Goods available include daggers, arrows, clothing, most items listed under Miscellaneous Equipment & Items on page 36 of the Players Handbook, and most items listed under Miscellaneous Utensils and Personal Items on page 219 of the Dungeon Masters Guide. Magic items are rarely sold here. Thieves and pickpockets abound in this place, despite the continuous presence of armed sentinels.

8. Commoners' Residences

These buildings house the city's middle class. Shop owners, craftsmen, merchants, and military officers ak live here* The larger structures are apartments, with 3-6 families per building. Other buildings contain single families of upper-middle-class commoners. These families often gather their resources to hire mercenaries (usuaky Iron Fist Guild members) to patrol the streets and buildings, although the presence of military families keeps regular patrols in the streets.

9. Iron Fist Guild Building

Here mercenaries have gathered for over 70 years. Half of the building is maintained as a tavern and temporary barracks, while the other half is the headquarters of the Iron Fist Guild. (See "Swords for Hire," Adventure 2, for details of the interior of this building.)

10. Public Square

 

Floored by blocks of granite, this open area has a wooden stand at the southern end. Here the royal criers announce new laws, important notices, and national successes. Criminals are occasionally executed here, primarily by the headsman's axe. Otherwise the square is merely a path for the many citizens who cross it to get to other areas.

11. City Baths

 

This building contains dozens of wooden tubs. Servants bring towels and buckets of water to the customers—mostly middle- and upper- class citizens, who prefer a proper bath to a swim in the Duntide. At the northern side of the building are the wood stoves that heat the river water. The baths are often crowded in the evening, when craftsmen and laborers cool off after long days at work. Prices are 2 s.p. per hour for cold water and 4 s.p. per hour for hot water.

12. Temple of Delleb

Built of white marble, this building is dedicated to Delleb, the Oeridian god of reason and intellect. Its walls are inscribed with letters in Old Oeridian, a classic language which is spoken by all inhabitants of the temple. The inner shrine features a copper statue of Delleb as an old sage in simple robes, with books and scrolls in hand. Living in this temple are one 6th level cleric, five 3rd level clerics, and nine 1st level clerics. All have intelligence scores over 14 and can speak the five major languages of Eastern Oerik (Common, Ancient Baklunish, Flan, Old Oeridian, and Suloise).

13. Royal University

Loosely connected to the Temple of Delleb (area 12), this great building is both school and library. Eight sages are employed here, each having expertise in either humankind, demi- humankind, the physical universe, fauna, or flora, as well as 2-4 special categories in his major field.

Any character may try to learn a field of study by spending one non-weapon proficiency slot in a major field, plus one additional slot per special category. Costs for such knowledge are 25 g.p, and one month of intensive studies per slot used. At the end of the month, the character makes a 2dl0 Intelligence Check; success means knowledge of the field/ category at normal sage levels, while failure means poor academic results, and thus the character's chance of knowing an answer to a question is halved. Note that only an NPC sage may answer questions out of his major field of study. The library is stocked with scrolls on all major fields listed above. Anyone may use the library, though it is patrolled by sentinels who wTatch for thieves and vagrants.

14. Royal Minting House

This iron-clad structure contains the forges that create the copper and silver coins of Nyrond. Shapeless chunks of these metals are kept in a massive underground vault. Fifty laborers are employed here, many of them dwarven, while 300 sentinels keep watch on all operations of the mint.

15. Law Courts

Here legal matters in Nyrond are discussed and settled. Twenty-one judges oversee trials on matters that range from land disputes to crimes such as theft, murder, and unauthorized dueling. Many scribes are employed to keep records of trials and judgments. Naturally, sentinels are present in force.

This building also contains the headquarters of Rel Mord's police force. There is a barracks for the sentinels and a wTell-stocked armory. Scribes fill scrolls with the watchmen's reports and names of suspected criminals. Here also is the office of Nathus (10th level fighter) , the grand captain of the sentinels.

16. City Dungeon

 

This miserable place is a stone structure atop an underground network of dingy corridors and jail cells. Ventilation is achieved by a system of air shafts. Three sets of spiral stairways connect the five dungeon levels. These stairways are reached by iron doors which cannot be broken down by a character with less than 22 strength, (Teamwork doesn't count here; the force must be applied from a single blow.)

At any one time there are 200 guards in the place, most of them in the upper building, which is the only exit from the underground levels. Temporary prisoners are held in the first and second underground levels while they await trial. Short-term prisoners live in the third and fourth levels, while permanent prisoners are kept in the fifth level— nicknamed the Rat Pit—where living conditions are absolutely as bad as could be imagined.

17. Wealthy Residences

These small mansions are owned by Rel Mord’s upper class—rich merchants, businessmen, and lesser nobles. Rows of well- groomed trees and bushes stand beside the mansions. Each home employs a few dozen servants and mercenary guards. Sentinels regularly walk the roads around these buildings, and some enjoy small gifts (food and wine, but not money) from the residents.

18. Temple of Pelor

Built in honor of Pelor, the god of light and healing, this stone structure has a modest chapel and various rooms for the sick and wounded. The clerics (one 9th level, three 4th level, five 2nd level) servo the community with beneficial spells, especially those of healing. Any character may ask the clerics for aid, and only those of evil alignment are refused. There is only one other restriction: no character may be raised or resurrected, because it would disrupt the natural process of life and death.

19, Ruins

 

This section of Rel Mord wTas a crowded area of commoners' residences until a fire destroyed most of it in 1152 Q.R. More than 500 persons died in the smoke and flames. After the fire, clean-up crews complained of hauntings and strange occurrences, and the area was abandoned. Since then it has become overgrown with bushes and small trees. Half- burned sections of many buildings still stand, though they are weak and dangerous.

Any character who spends time at night in this area has a 10% chance per hour of encountering a phantom , and a 5% chance per hour of encountering a ghost. Those who don't happen to meet any undead are likely (DM's discretion) to encounter the thieves and criminals who live here, hiding their stolen goods and themselves from the sentinels. who only occasionally patrol the ruins.

Phantom: AC Nil; MV 9"; HD Nil; #AT Nil; Dmg Nil; AL Any; SA fear (save vs. spells at -2).

Ghost: AC 0; MV 9"; HD 10; #AT 1; Dmg Age 10-40 years; AL LE; SA magic jar, SD hit only by silver or magical weapons, and cannot be affected by spells from non-ethereal characters.

20, Temple of Hextor

This structure is a monument of black marble and iron plates. The inside is lit only by torches whose flickering light dances across blood- stained walls and images of human skulls. Any zero- level character must save vs. death to enter the temple, and then must save vs, death again or flee from the building in terror. See “Swords for Hire" (Adventure 2) for information on the interior and inhabitants of this structure.

21. Poor Residences

 

These poorly maintained apartments are inha- bitted by Rel Mold's lower class—peddlers, laborers, tradesmen, and low-paid mercenaries and soldiers. There are also many lesser criminals, and a lone traveler at night has a 10% chance per hour of encountering a pickpocket or a sword-wielding mugger. Sentinels occasionally patrol the streets, but do not appear in large numbers without a specific task (such as breaking up a brawl or capturing wanted criminals).

1 City Fortress

2 Royal Palace

3 “Fortlets”

4 Temple of Rao

5 Temple of Heironeous

6 Temple of Pelor

7 Temple of Pholtus

8 Temple of Delleb

9 Temple of Zilchus

10 Royal University Buildings

11 Iron Fist Guild Building

12 City Baths

13 Goods Market

14 Riverman’s Repose (Inn)

15 Ryshenken's Roll (Gaming House)

16 Elen O’Steel (Tavern)

17 The One Lamp


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