Fort Beluarian

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Fort Beluarian was a trade outpost in northern Chult that was run by the Flaming Fist[4] and later belonged to the city-state of Baldur's Gate.[3] GeographyEdit Fort Beluarian was located on the northern tip of Chult, northeast of Port Nyanzaru and near the eastern shore of the Bay of Chult.[5] TradeEdit The fort was a place of refuge for weary explorers or adventurers as a last resort, at least for a night or two.[1] DefensesEdit The fort was well supplied and well defended against the monsters of the jungle.[4] HistoryEdit Originally, the fort belonged to the Flaming Fist Mercenary Company.[4] When that group later became integrated into the government of Baldur's Gate, ownership transferred, and the outpost grew to the size of a small town.[3] The fort was destroyed twice by native uprisings and rebuilt. In the late 15th century DR, Amn attempted to purchase the fort from Baldur's Gate.[3]   InhabitantsEdit The Flaming Fist would hire out its mercenaries from the fort for the right price, provided the task was not evil. In the late 14th century DR, the outpost was home to a small assortment of rangers, wizards, clerics, and rogues and numerous fighters.[4] ReferencesEdit Fort Beluarian   Small Town; NG; 800 gp limit; Assets 4480; Population 1123; Conventional; Mixed(79% lizardfolk, 9% dwarven, 5% human, 3% gnome, 2% elf, 1% half-elf, 1% other)   Government: council of Elders(elders are elected out of the class of people past the age of fertility—they are believed to be no longer suffering from the ravages of nature’s demands and can better think for others), headed by the Arbiter, the 7th member who breaks ties and arranges compromises.   History: Long a small trading settlement between the Lizardfolk of the western chult and the world, Beluraian has historically been ignored by all larger powers, even the repressive Scarlet Brotherhood. As such, a few unsavory types have attempted to find refuge here. The locals are welcoming to all, as long as they respect the laws of the settlement. Two years ago, however, a division of the Crimson Fleet attacked, razing half of beluarian to the ground. The community fought them off, but were dependent on their clan-neighbors for provisions for almost a month. The result of this was a treaty with a local wild dwarf community—a proper defensive wall and warriors to man it in exchange for a self-governed dwarven enclave—though the Arbiter is theoretically the dwarven Clanlord’s main advisor. A DC 5 K(A&E) DC 15 Int check reveals the dwarven architecture of the curtain wall and the warriors manning it are 20% dwarven, 80% lizardfolk   Places of Interest: Duck!—lizardfolk tavern/inn;   House of Elders—a round hut large enough to house the seven Elders, who must live there together.,   the dwarven enclave—consisting of mostly homes and a small marketplace,   Grand Marketplace—filled with lizardfolk from various tribes selling their wares, as well as the odd dwarf or human trader,   Temple to Ubtao   Exotica for sale: Duck!—the Green Man(a seaweed whiskey 10 gp/bottle), Old Kirohe’s Grog(a minty beer)   Grand Marketplace—salted spider legs(preserved), starfruit, dried marshweed, stuffed catfish, Thunderhide armor, chameleon leather, Serpentscale mail, snakeskin boots, tanned hides, bloodflower salve, blue frog paste, sleep poison, fang beads, etc.(see serpent kingdoms 148)   the dwarven enclave—armor of all types, weapons as well and all types of metals.   Religion: Lizardfolk in the Chult not under the control of the sarrhuk worship Ubtao, Creator of Chult, who guards the Peaks of Flame against the Shadow Serpent’s arrival. Worship of Ubtao revovles aroudn the concept of the maze and the placation of local spirits with many rituals and sacrifices.   When not in use, however, the temple is deserted—it is merely and open-roofed maze of growing vegetation. It is a favorite playing spot for children.   Names: Koru, Ta, Kine, Minane, Kongako, Muhuhia, Tainini, Tari, Riti, Ta, Nenoa, niria, mahiru, Kere, Mari, Tuavi, Anertu   Notes on Lizardfolk   Lizardfolk culture:   Deliberately Rustic-—Lizardfolk prefer simple lives, living in small, close-knit communities. They do not reject advances in technology/magic outright, but on the whole prefer to do things as their ancestors did.   Gender and Culture-—Lizardfolk are egg-layers, laying eggs in clutches of 4-8. Gender can and usually is predetermined by the temperature at ehich the eggs are incubated. Lizardfolk have an ideal ratio of females to males of 1 to 4, since more females would be a waste of resources(since their fertility cycles result in unfertilized eggs 50% of the time yet still take the same amount of effort of the female body). As such, marriage and life-pairing do not occur. Lizardfolk females are required to mate every so often, as determined by the clan elders. On the flip side, Lizardfolk males are required to fertilize females upon request. Eggs are generally raised either communally or by a blood-pairing. Blood-pairs are lizardfolk who have committed to a life-long partnership. This pairing can be male-male, male-female or female-female(male-male is naturally most common). pair-bonded lizardfolk refer to themselves as siblings, unlike lizardfolk born in the same clutch. When a lizardfolk refers to her parents, she generally means the pair-bond that raised her, even though she is aware that they likely did not birth her. Communally-raised lizardfolk still have at least one ‘parent-mentor’   Foodstuffs-—Lizardfolk are generally omnivorous hunter-gatherers or farming communities. Diets tend heavily toward fish, large insects, seaweed and tropical fruit.   Lizardfolk are not xenophobic, though they have little love for other races, either. two schools of thought run thus: live and let live or raid or be raided.   Crafts: mostly natural materials, though trading communities tend more toward the mainstream, offering more traditional weapons/armor mainly as exotica.   Lizardfolk on the whole are terse but tolerant. Few are verbose, fewer still short-tempered

 
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