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Lords of the Cruth Lowlands - Vaults of Pandius

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The Ruins <strong>of</strong> Achelos<br />

and Lt. Marcia Tintivilus also live in<br />

this building.<br />

4. Radu Manor: this “manor” is<br />

actually a refitted storehouse. Emil<br />

Radu, one clerk and one servant<br />

reside here. Four members <strong>of</strong> <strong>the</strong><br />

Green Company provide a security<br />

service. Only Emil’s bedroom<br />

actually resembles a manorial<br />

room, <strong>the</strong> rest <strong>of</strong> <strong>the</strong> house is<br />

extremely spartan, and look much<br />

more like <strong>the</strong> storehouse it<br />

originally was.<br />

5. Goldsmiths’ Hall: this is ano<strong>the</strong>r<br />

refitted warehouse, but is in a<br />

much better condition than Radu<br />

Manor. Morur Silverbeard tinkers<br />

with fur<strong>the</strong>r improvements in his<br />

spare time, much to <strong>the</strong> annoyance<br />

<strong>of</strong> Neri Argente. Both goldsmiths<br />

live here, with two aides. Four<br />

Green Company mercenaries are<br />

posted as guards.<br />

6. Lesser Guilds Hall and Tavern:<br />

<strong>the</strong> Bricklayers, Carpenters and<br />

Loggers in Nova Achelos share this<br />

building, which <strong>the</strong>y have<br />

thoroughly refitted to serve as<br />

<strong>of</strong>fices, meeting hall and even as a<br />

tavern. Two smaller, nearby<br />

buildings house <strong>the</strong> apprentices,<br />

while <strong>the</strong> journeymen, Master<br />

Pyotrev and Master Evgeniev live<br />

here. The accomodation would be<br />

comfortable, if it was not so<br />

cramped.<br />

7. House Hallonica: Yakon Hallonica<br />

and four <strong>of</strong> his employees live and<br />

work in this building. Originally a<br />

combination <strong>of</strong> store and house, <strong>the</strong><br />

building has been summarily<br />

refitted, maintaining as much as<br />

possibly to <strong>the</strong> original function,<br />

which is perfect for House<br />

Hallonica’s needs. Four members <strong>of</strong><br />

<strong>the</strong> Green Company provide guard<br />

services.<br />

8. Knights <strong>of</strong> <strong>the</strong> Griffon Barrack<br />

and Chapel <strong>of</strong> Karameikos: <strong>the</strong><br />

Knights not busy patrolling <strong>the</strong> road<br />

to Vostoi or guarding <strong>the</strong> City Gate<br />

or <strong>the</strong> Town Hall are quartered in<br />

this building. Chaplain Marcian has<br />

organized a small chapel in <strong>the</strong><br />

north wing, which is open for<br />

regular services attended by <strong>the</strong><br />

Knights and o<strong>the</strong>r followers <strong>of</strong> <strong>the</strong><br />

Church <strong>of</strong> Karameikos.<br />

9. Church <strong>of</strong> Traladara: this<br />

building, originally a courthouse<br />

where trials involving foreigners or<br />

people from <strong>the</strong> countryside were<br />

held, has been adapted to serve as<br />

church for Bishop Sokolov and his<br />

assistant. Arkady Ivanov also<br />

resides here when he is in town.<br />

Services are held regularly for <strong>the</strong><br />

Traladaran settlers, workers and<br />

adventurers.<br />

10. Barracks <strong>of</strong> <strong>the</strong> 5th Division: <strong>the</strong><br />

troops <strong>of</strong> <strong>the</strong> 5th Division are<br />

quartered in <strong>the</strong> this old but sturdy<br />

tower. There is not enough space<br />

for all <strong>of</strong> <strong>the</strong>m, so a number <strong>of</strong><br />

tents have been set around <strong>the</strong><br />

tower.<br />

11. Green Company Barracks:<br />

Hector Stylianus and his men have<br />

settled in <strong>the</strong>se small, ruined<br />

buildings. Most buildings have been<br />

only summarily repaired, using<br />

lea<strong>the</strong>r from tents to replace <strong>the</strong><br />

missing ceilings. Mercenaries that<br />

are on guard duty in <strong>the</strong> guild<br />

buildings prefer to spend <strong>the</strong>ir<br />

nights <strong>the</strong>re, since <strong>the</strong><br />

accomodations are better.<br />

12. Cabins: These cabins are crowded<br />

by prospective settlers and <strong>the</strong>ir<br />

families. These people tend fields<br />

near to <strong>the</strong> town, but <strong>the</strong><br />

37

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