Swords and A Squandering Snail: Eam of Tomerlan

Eam of Tomerlan
23 year old Male Human Fighter 1/Sorcerer 2: CR 3; Size M (5 ft., 7 in. tall); HD 1d10+2 plus 2d4+4; hp 19; Init +2; Spd 30 ft.; AC 15; BAB +2; Atk +3 melee (1d8+1d6+3, Frost), or +4 ranged (1d6, crossbow); SV Fort +4, Ref +2, Will +3; AL CG; Str 11, Dex 15, Con 14, Int 12, Wis 10, Cha 16.

Skills: Bluff +4, Concentration +7, Climb +2, Intimidate +7, Listen +2, Ride +6, Spot +2, Swim +2.

Feats: Alertness, Armor Proficiency (all), Dodge, Martial Weapon Proficiency (all), Shield Proficiency (all), Simple Weapon Proficiency (all), Spell Trick (Burning Hands – Intimidation), Weapon Focus (longsword).

Possessions: (on person, 26#, light load) bracers of armor +2, Frost (+3 defending frost longsword), light crossbow, 20 bolts, backpack, traveler’s outfit, whetstone, flint and steel, waterskin, 2 days trail rations, sewing needle.

(on light warhorse, Alberick, carrying 49# with rider, 250#): bit and bridle; military saddle; saddlebags.

(on mule, Terseus, carrying 145.5#): bit and bridle, pack saddle, bedroll, fishhook, 10 ft fishing line, grappling hook, 50 ft hemp rope, ink, ink pen, 10 sheets parchment, scroll case, 5 torches, 5 days trail rations, 10 days feed.

Sorcerer Spells: Per Day: 6/4; Known (5/2)
0th — dancing lights, detect magic, flare, light, read magic.
1st — burning hands, magic missile.

Background: Eam was born the son of a noble-born mercenary and a camp follower. Originally named Jadaretam—the Little Bastard—by his father, his mother left him at a convent with the name Tam-Erlan. In the convent, Tam-Erlan lived for the next five years with the sisters hoping to sculpt him as a scholar rather than a soldier. Eam remembers little from those days but a hazy recollection of satisfaction.

The next time a mercenary company passed by the convent at Fursthier, they did not stop to deposit bastards, rather they stopped to pillage and raze. Somehow, Tam escaped physically unharmed. He wandered the countryside until he came across a widow working her fields with her two adult sons, neither of which had the wits of a grown man. Teodira, the widow, took in the child, who remained silent. Perhaps she saw a spark of intelligence in his eyes, something absent from her own offspring.

The widow named the child Eam (Ee-uhm), after her own dear, departed spouse. She believed the name the name Tam-Erlan — which she thought Tomerlan — was Eam’s byname (his place of birth).

At the age of ten, Eam lost his family again. Soldiers passed through the area, part of VeBrance’s interminable wars. When they left, Teodira and her two natural sons lay dead. The farm had been burnt to the ground and the produce all stolen.

Little Eam had been left for dead. In a sense, he was.

The next company of soldiers that passed by found a young, staff-wielding defender of a deserted farm, protecting three graves. The captain of the company, Alder of Telt, admired the young lad, lean and hungry but unwilling to back down from a hundred armed and armoured men. Alder offered the boy a deal. The boy would become Alder’s servant for five years, and Alder would have his chaplain perform proper burial rites for the child’s family. Eam accepted.

Eam even lost this family when the mercenary company was caught in the middle of a civil war. Alder had been assassinated by the company’s patron. Holed up in the fortified town of Sherasvale, the company found itself caught in the middle of three warring armies. Without Alder, the company started to disintegrate. Eam found a way out, alone. The company meant nothing to him without Alder and the chaplain who had buried Teodira.

A few coins in his pouch, a few belongings on a mule he purchased at the first village he passed through, and Eam had his whole future ahead of him. Teodira had told him he had a cousin, a young women near to his own age whom the nuns had spoken of. Eam set out to find her.

During his hunt for his cousin, Eam became an enemy of the Church. Irreligious, Eam spoke out against the Church and its corruption. Anyone who questioned the Church became a heretic. Innocents burned, and because he protected these innocents, Eam was accused of heresy as well. Worse, he could call forth magic, considered a mark of union with demons.

When his path crossed with Drustan of Teyrs, the two understood they pursued the same cause, fought for the same purpose. It was with Drustan’s help that Eam finally found his cousin. When Sabrine agreed to join the fight against the Church, the three set out to find a way to topple the monolithic organization.

New Feat

SPELL TRICK
You have learned a way to use your magic to aid you in the use of your skills.
Benefit: The character can select a specific spell which he can cast and add a bonus to a skill check equal to the sum of spell’s level and the modifier for the character’s primary spell-casting ability (Intelligence for wizards, Wisdom for clerics and druids, and Charisma for sorcerers). The feat is only used for a single skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell and a new skill.
Prerequisite: Primary spell-casting ability (Int/Wis/Cha) 13

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Watch SEP for more d20 characters from Swords and A Squandering Snail. Coming November 2, the character sheet and history for Drustan of Teyrs.

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d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Lorestaves: At the Sign of the Squandering Snail Copyright 2009 Sword’s Edge Publishing, authors Dean Martin and Fraser Ronald

Eam of Tomerlan, Copyright 2009 Fraser Ronald

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The Lorestaves: The Squandering Snail – Second Floor

The Tavern and Gambling Den at the Sign of the Squandering Snail
Written by Fraser Ronald
Maps and Illustrations by Dean Martin

gambling-den-sketch-2

The Second Floor

The second floor is constructed out of wood. Please note that the storage room on the first floor is two stories tall, and therefore the doorway into the storage room on the second floor merely leads to a set of stairs.

Tavern Balcony

This walkway overlooks the tavern below. There is no furniture here, though the banister has a small ledge on which one could place a cup or tankard.

The walkway is accessed by the stairs from the tavern or through the door to the guest rooms.

Small Guest Rooms

This room has practical but not attractive furniture. There is a bed with a straw mattress and wool blankets. A stool in one corner has a washbasin and there is a jug of water on the floor beside it. Beneath the bed is the chamberpot. At the foot of the bed is a small, iron bound chest, though it has no lock, merely brackets for the lock.

These rooms, unlike those on the first floor, often have residents. Rarely, though, are those residents travelers. It is far more often that the people staying in these rooms are criminals or men in hiding. The comfort of the room is minimal, but it is better than an alleyway or a gallows. The cost for the room for a night is 10 princes (sp).  Like the rooms below, if one of these rooms is available it can be let by the hour. As these rooms are intended for actual guests, the cost per hour is 5 princes (sp).

Gambling Den Balcony

The stairs lead to a small landing with a single door. There is no furniture, though the banister has a small ledge on which one could place a cup or tankard.

Entertaining Room

This room has three settees, set in a horseshoe shape, with a low table in the middle of them. Against each wall is a table, and these tables have glass pitchers and fine, ceramic cups. A stone fireplace is set against the north wall. Faded and worn tapestries adorn the walls.

The tapestries are all that remain of Wessent’s dream. Murnac uses this room to entertain friends or individuals of influence to whom Murnac wishes to remain on fair terms. Murnac has used this room to hold recitals, have drawing room theatre performed and to simply relax and drink. If more furniture is required, Murnac will have it brought from his own rooms.

When not in use by Murnac, he will rent it out to others needing a substantial area with some small luxury. Murnac requires a wren (gp) for an afternoon’s use and 2 wrens (gp) for an evening’s use. If the room is required overnight, the cost goes up to 5 wrens (gp).

Games Room

This room has plastered walls, mostly covered in worn though still presentable tapestries. It has three tables pushed together near the center of the room. Around these tables are sturdy wooden chairs. Against the west wall is a counter and cupboards atop of which sits a collection of cups and a tall, earthenware jug. There are divans against the south wall.

This large room is available for private parties of any sort. The price for the room is 15 princes (sp) for an afternoon, a wren (gp) for an evening and 2 wrens (gp) for overnight usage. Food and drink is extra, as is the cost of staff. Murnac usually charges a prince (sp) for staff and a further 2 princes (sp) per person for food and drink.

Upper Common Room

This room has darkened wood walls, complete with faded tapestries, the figures and themes of which are no longer discernable. A bar runs along the west wall, from the door near the north to the south end of the room. There are three tables here, each with chairs around them. A chandelier hangs from the ceiling, boasting sconces for at least twenty candles. The windows are open and unglazed.

This is a place for Murnac to move “high-rolling” customers or to entertain groups from influential guilds or gangs. While it is the same as the games room below, Murnac will have Dunchad at the bar and will have Faelan and Bressal run the games. If he needs a server, he’ll use Flourette. Except during feast days and festivals, this room is usually closed, though the doors are rarely locked. Nothing of value is stored here.

Swords and A Squandering Snail: Deals and Tokens

As related in Swords and Meetings, Cade of Galaras, a poet and dramatist opposed to the Church of Herotus, has joined three accomplices to oppose the Church of Herotus: Eam, a sorcerer and ex-mercenary; Drustan, a Half-Orc Barbarian; and Sabrine, an attractive and stealthy archer. The four now find themselves in the Temples district of Bowden, a relatively wretched hive of scum and possible villainy.

In “Dramatic Entrances,” the first episode of Swords and a Squandering Snail, the group is in the city of Bowden to meet a contact of Cade’s. They intervene when a Holy Knight chases an unarmed man into the tavern in which they drink. The three of them face the Holy Knights and his initiates.

The Minstrel and the Prophet” relates how the group rescues a strange individual known as Incarnos, and meets with Cade’s contact, an attractive woman named Carylle. Incarnos has a tale to tell, claiming to be an immortal servant of gods lost centuries ago. This doesn’t faze Carylle at all, and she in fact speaks of the Old Gods.

In “These Are Not The Myths You’re Looking For,” Incarnos relates that he is a powerful being, once a servant of the old gods, tied to the mortal world by the Herotus. Incarnos had helped Herotus triumph over the old gods and was then betrayed. A fabled staff may lay buried beneath the tavern and gambling den at the sign of the Squandering Snail, and Carylle believes they can find it. The group agrees to make an attempt near sunrise, when few—if any—will be awake or aware.

First Blood of the Morning” relates the groups attempt to secretly enter the Squandering Snail, only to awake some of the ruffians sleeping in the common room. Examples were made, but one opponent shouted a warning before he could be silenced. What would that shout bring?

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Five: Deals and Tokens

“It’s just as likely they’ll just go back to bed,” Carylle said. “The Temples can be a noisy place.”

“Still,” Sabrine said, “let’s get this done and get gone.”

Carylle slowly opened the door to the cellar. We stood ready. I don’t know what I expected to leap out, but my nerves crackled and shivered. Of course, nothing jumped out of the cellar, so having the only source of illumination in the group, I volunteered to go first.

The stairs led down into an earthen cellar, the walls supported by wood beams. Wood racks, set in three rows, filled most of the area. The racks contained a variety of goods, mostly earthenware jugs, sealed with something that looked like dark wax. I noticed some small kegs and even a few boxes. The room had a mouldy smell bordering on unpleasant but not quite strong enough to be truly a stench.

Carylle came behind me and pointed out a opening in the south wall. I wouldn’t call it a hall or corridor, as it looked more like someone simply knocked a hole in the wall. As I got closer, I noted wood planks which explained why the opening hadn’t collapsed.

The room to which this hole led, however, had collapsed. Other than two old, empty barrels, the only thing of interest was a crumbled wall with wood beams and splinters pointing out of it at odd angles. Another short passage led out of this small area. I started to worry that we might have entered a maze. A quick peek revealed a small room, not high enough for me to stand upright. The place only held two chests, somewhat sunk into the ground and covered with cobwebs and dirt.

I turned back to Carylle who stood looking at the collapsed wall. “Maybe there’s something in these chests.”

Cade stood just inside the room. He pointed to what looked like a stick or pole, poking out from the collapse. “What’s that?”

“We have found it.” Incarnos brushed past Cade. Dropping to his knees,  he began to weep. Both he and the pole protruding out of the debris began to shimmer. A faint, white light seemed to envelop them both. “The Staff of Parwen, it is found.” He reached toward the ceiling, looking up. “My time has come. Damnation or paradise, I no longer care.” He turned to Cade. “Take it. Mortal hands must touch the staff.”

“Be careful.” Carylle stepped back, away from the glowing staff. “You don’t know what will happen.”

“I do,” said Incarnos. “It will be glorious.”

Cade only hesitated a moment before grasping the staff. It slid out of the debris, not a mark or smudge of dirt on it. A flash blinded me. I stumbled, my back touching the wall. Slowly, my eyes recovered. Cade still stood, holding a staff before him. Incarnos had vanished. The staff glowed white, and strange runes covered its length. The runes shone with a deep blue light.

Cade held the staff horizontally before him. “I can read the runes.”

“What do they say?” asked Sabrine, standing just in the passageway.

Cade used one finger to follow the runes as he read them. “The arm and mouth of Parwen, mistress of secrets and opener of doors. To hold the staff is to find the path.”

“What path?” asked Carylle.

“To the next staff, I suppose,” Cade said. “I’m not quite sure, but I fell drawn in that direction.” Cade pointed.

Drustan spoke from behind Sabrine. “South and west.”

“South and west?” I asked. “What’s there?”

Sabrine shook her head. “Ostvel? Tremmek? Maybe Eltanin.”

“A long journey whatever our destination,” Drustan said. “But now I believe it is time to go. If anyone heard that fellow’s call, we might have some troubles leaving.”

An incorporeal voice sounding like Incarnos filled the cellar. “You have saved me and sent me to redemption. Now you must do so for your entire world. In your hands, you hold fate. Do not waver.”

I frowned. “Oh, now that’s a bit much.”

“The fate of the world?” Sabrine asked. “I have a bad feeling about this.”

“People, it is time to go,” said Drustan.

Without further comment, we left. I was the last to reach the stairs. The others stood in the storage room as I climbed out of the cellar. I looked around the room. “Did someone light some torches?”

From behind the barrels in the centre of the room, stepped Murnac. Behind him stood four men.

“Gentlemen, we have our rats,” Murnac said in a loud voice.

The doors disgorged four more men, two from each door.

Murnac sneered. “Did you find any cheese in the cellars, little rats?” His gaze passed along us until it rested on Carylle. “Cornille? You little whore. What are you doing here? Helping these thieves, are you? What were you looking for down there?”

“My name is not Cornille,” Carylle said, “and we were looking for artifacts from a time when elder gods walked the world, before Herotus.”

“Bloody hells, thieves and heretics both.” Murnac drew his short sword “Maybe the Holy Knights will have use for you. Lucky you left the blades and armour behind. They came looking for you. I’ll bet they’re still around.”

“Is this some kind of joke?” asked Cade. “How about we toss you a few coins and you get out of our way.”

“If you think it’s just that easy, you don’t know much about us, son.” Murnac felt the edge of his short sword “My boys here have spilt the guts from bigger sausages than you, and I’ve used this toy in games of my own. You hand over whatever you’ve got of value. You hand over Cornille, too. She needs a lesson taught.”

I knew this wouldn’t end well. My strategy, and it seemed to usually work, was to remove the head from the serpent. As long as we didn’t face a hydra, that might clear our way out. The problem with magic is one becomes rather obvious when one is practising it, that is if someone knows what to look for.

“Get that one.” Murnac pointed at me. “He’s some kind of warlock or something.”

It seemed someone knew what to look for.

As the brutes moved forward, I noted the three we had spared among them. Mercy has its drawbacks, especially in a place like the Temples. Still, earlier we had routed a handful of Holy Knights—true, they were Initiates, but it was still an achievement—so nine men, one of them standing back from the action, shouldn’t have proved too great a problem.

Drustan moved in first, as one would expect. He had reach with his spear and showed the advantage that gave him by opening up one of the brutes along the arm. That one fell back, clutching his wounded arm and blood stained his clothing.

That left eight.

I released the spell I had prepared. Hiding behind a cluster of toughs wouldn’t save Murnac this time. With a flash, the bolt of energy streaked from my hand to strike him. He shouted and stumbled back, but other than burn marks on otherwise fine clothes, I didn’t have the success for which I had hoped.

Cade had dropped the staff and drawn his sword. Carylle—or was it Cornille?—defended herself with a short sword that looked surprisingly similar to the one the brute Sabrine killed had carried. Sabrine had her sword out, the quarters far too close for her bow. I still had Frost in hand and I set to work. Facing Initiates had quickened my blood, but facing these toughs didn’t worry me at all.

Overconfidence is often one’s worse foe.

Murnac’s brutes were fast. My weapon had reach, but I faced two men who knew their business. One would lunge and draw my guard when the other would strike. Still, I had learnt the sword from a man many had considered the greatest soldier in VeBrance. While I couldn’t chance an attack, I maintained a strong defence Sooner or later, someone would make a mistake and the blood would flow. I just prayed it wouldn’t be mine.

I heard a cry. It was Carylle. She had fallen back and had taken a wound. I lost focus for just a moment, but a moment was all these toughs needed. I slid away from the lunge, but it cut clothing and the skin beneath it. I took a step back, suddenly sharing five foes with Cade.

“This was not how I envisioned the end of this little quest.” Cade had the presence to laugh at his own joke.

“This is never how I envision the end of anything.” I couldn’t muster much more than a weak grin.

“You can still hand over your goods,” Murnac said from behind his men. “You can keep that whore Cornille if that’s your wish.”

“I hear the fear in your voice, Murnac,” Sabrine said. “And you have reason to fear.”

I glanced over at Sabrine, careful of the men I faced. No wonder she could hold a conversation, she only faced one man. Drustan had another at his feet, that one not moving. The men facing Cade and I stepped back, glancing at Murnac then Drustan.

“If you wish to see more of your men fall at my feet, I care not,” Drustan said. “My arms have not yet begun to ache. I have hours of slaughter ahead of me if that is your wish.”

“We can walk out of here, disappear, never return, and you can tell any story you want,” Sabrine said. “In all honesty, you won’t be very pleased with the treasure we carry.”

“Have you looked in those chests in your cellar?” I asked.

“Don’t play me for an idiot, there’s nothing in them,” Murnac said.

“Did you really look? Really search?” I clicked my tongue. “You didn’t dig deep enough. We couldn’t carry it out, but it’s yours if you’ll have it.”

Murnac closed one eye and appraised me sidelong. Finally he spat on the ground. “You’re a liar.”

“Whatever you believe, I’ll tell you one true thing.” Cade pointed to Drustan. “That man scares the burning hells out of me, and he isn’t lying when he says he has a full day of slaughter ahead of him. If you want to trade all your men for our steel, clothes and few paltry coins, that’s your decision. Let us walk out of here then set the Holy Knights on us for a reward. You’ll come out better.”

“That I can accept,” Murnac said. “Right, out you get. I’ll give you an hour before I call the Church. Maybe you’ll have more time if they don’t offer me enough.”

With a wave, Murnac moved his toughs back from the door to the kitchen. We all stood, facing Murnac and his men, unsure to take his offer. Drustan reached into his tunic. I heard the tinkle of coins. He tossed a couple of wrens on the floor.

“For the funeral,” Drustan said. “You men fought better than the Initiates.”

There were no thanks, at least none we heard. And why would anyone expect gratitude after one has killed a comrade? It was simply Drustan’s way. I’d already accepted that I’d never understand him.

We filed out of the storage room, Drustan coming last, backing out of the room. He slammed the door and we ran. Clearing the tavern, we raced to the tenement. Around a corner, and out of sight of the tavern, we paused. Drustan tended to Carylle’s wound, which he judged painful but superficial. Cade held the staff. It had a greenish gem or jewel at its head and had its foot capped in steel.

“This can’t be good,” Sabrine said. “You’d think a holy quest would require people with more, . . . I don’t know, maybe more faith?”

“I can’t say I believe we’ve been chosen, but I’m not going to refuse this,” Cade said. “This could be our chance to destroy the Church.” He looked around at the rest of us. “So, southwest?”

“If you say southwest, yes,” said Sabrine.

“Not me,” said Carylle. “There are those at Highstone who need to know what has happened.”

“There are people at Highstone who will believe all this?” I asked.

“There are.” Carylle touched my arm. “There may even be people who can help.”

“When you are done there, look for us in Ostvel,” Cade said.

Sabrine smirked. “Or maybe it will be Tremmek.”

I looked into Carylle’s bright, hazel eyes for what I thought would likely be the last time. “And if not there, maybe Eltanin.”

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This concludes Swords and A Squandering Snail. Coming October 26, the character sheet and history for Eam of Tomerlan.

The Lorestaves: The Squandering Snail – First Floor

The Tavern and Gambling Den at the Sign of the Squandering Snail
Written by Fraser Ronald
Maps and Illustrations by Dean Martin

SquanderingSnailFirstFloor

The Tavern at the sign of the Squandering Snail

The dim light of a few candles is all that illuminates this area. The shutters are always closed. Few who frequent this establishment wish eyes upon them. Smoke infuses the atmosphere. The few round tables and the chairs around them have seen too many patrons and too many years. Cracked, chipped and gouged, they serve their purpose but little else.

Against the far wall, opposite the main doors, runs the bar. It is uneven, lower to its left, a fact apparent when looking at it from across the room. Still, it is even enough to stand at, and the tilt does nothing to disturb the tankards atop it.

A door is set into the wall beside the bar and a stairwell beside this door leads up.

The tavern is not Murnac’s main focus. It’s always second on his list of priorities, and if it weren’t attached—physically—to the gaming hall, he would likely sell it. Still, it nets him some small profit, and he can’t argue with that. Strangely enough, Murnac places his most trustworthy and competent staff in the tavern. This is because he visits the tavern so rarely and the workers are without any real supervision.

Dunchad will be at the bar in the tavern from about noon until well after midnight. While he occasionally leaves the tavern for errands, he is a constant most evenings. If the tavern is at all comfortable or at least not uncomfortable, this is due to Dunchad. He uses his carpentry skills on slow days. The beer and ale served here is not the worst in the Temples, and is certainly palatable given its cost.

The food in the tavern is limited. In the morning, meaning from the first bell of the new day until the fourth bell, porridge and bread are available. A bowl of porridge and a slab of crusty bread costs 2 dublings (cp). After four bells, the menu becomes more varied. One can have a bowl of stew and bread, a slab of cheese and bread, or a slab of meat and bread. These gastronomic threats will set the customer back a hefty 5 dublings (cp).

A mug of beer or ale is 1 dubling (cp). A pitcher of the detestable wine available is 4 dubling (cp). The beer and ale is better than the wine, though few patrons of the Snail are connoisseurs of the finer things in life.

The Tavern Kitchen

Between the oil lanterns ensconced on the walls and the fire in the great hearth, this room is both well-lit and extremely hot. Atop the fire is a cauldron, steam rising from it, as is the scent of meat stew. A long, wood table dominates the center of the room. There is little room in which to manoeuvre around it. Beneath it are stacks of pots, mostly iron, and bowls, mostly wood.

Tathan works here, alone. She will not abide interference in her kitchen. No one ever bothers her there. She works all day long and at night, she disappears into the Temples. She doesn’t speak to anyone except Dunchad, and then only in short, terse sentences.

The Guest Rooms

This room is small and dank. Its windows are covered in a thin layer of oiled skin, tattered and torn, letting in filtered light and offering some privacy. The wood shutters hang on leather hinges. A single bed with a straw-filled mattress abuts one wall while a small chest sits against the other.

These rooms are intended to be rented for nights. They were intended for travellers. They’ve become something else. Most of the time they are rented for an hour or two. While the bed gets messed, people don’t usually sleep in them. The cost for renting a room is 10 princes (sp) per night, though they can be rented for 3 princes (sp) per hour.

The Interior Guest Room

This room boasts stone walls though no windows. Oil lamps at either end light the cramped room, which offers only a small bed and a foot locker. The mattress, though, is filled with goose feathers and there is a clean wool blanket atop the dingy sheets.

This is the one guest room regularly used for its intended purpose. Due to its stout walls and relative assurance of safety, it is one of the few rooms in the Temples travellers or those required to stay the night in the area regularly hire.

Due to the higher quality and utility of the Interior Guest Room, it runs at 15 princes (sp) per night. It isn’t rented by the hour. If it looks like the hirer can afford it, Dunchad or Murnac will try to run him for a wren (1 sovereign or gp)

Storage

This is the dry storage room. The walls are lined with shelves on which sit bags of grain. Barrels fill the centre of the room. They are each marked as beer, meat or fish. Stacked atop the barrels are amphora.

In the southeast corner, there is a wood plank door on the ground with a simple, rope knob.

The wood plank door in the southeast corner covers the stairs down to the basement. The amphora are filled with wine. The meat and fish in the barrels are salted and stored in brine.

The Gambling Den at the sign of the Squandering Snail

Double doors lead into this round hall, with a ceiling some three stories above and balconies overlooking it both from the second and third floors. A collection of round tables, each with a half-moon sized section removed, cover the area. Around each table are a few chairs. At the half-moon section is a man. At some tables, the man holds playing cards, at others he gathers up and hands back thrown dice.

Against the east wall is a bar, curved along the wall, presenting a crescent. Behind it is a door. Across from the bar, a set of stairs lead up, following the curvature of the wall. At the far south end of the room is another door.

Though not the largest gaming establishment in the Temples, the gambling den at the Sign of the Squandering Snails is certainly one of the most unique. Unlike the tavern, the walls of the gambling den are wood.

The gambling here is usually fair. It isn’t necessary to cheat, most times. There are always five hulking guards moving around the room and two more at the main door. Cheating the house will get one beaten within an inch of one’s life (basically, they’ll try to beat an individual to -1, though sometimes mistakes do happen). If a cheater is caught a second time, they are killed and dumped in the alley. In the morning, Murnac will report the suspicious death to the authorities, who will come and collect the bodies, ask questions and threaten Murnac.

Should someone who obviously doesn’t belong enter the gambling den, for example someone who appears to be wealthy—maybe a slumming aristocrat, a young thrill-seeker—Murnac will politely warn them that this is a very rough area and that they might want to move along. If they remain, Murnac will detail one of the thugs (whoops, I mean guards) to watch over the wealthy patron. If a wealthy patron cheats, they will be held and the authorities called. Murnac doesn’t want any trouble with the duke, so in these instances, he scrupulously plays by the rules, including laying a charge and going to court. Murnac even has an advocate on his payroll for just such occasions.

The gambling den offers the same selection of drinks as the tavern, but they cost 1 dubling (cp) more. They taste no different and their quality does not improve when they are served in the gambling den. For food, there are only sweetmeats (basically, organs of small animals, like weasel intestine or fox liver) and pastries (thin bread with sugar). Either cost 5 dublings (cp), the same price as a meal at the tavern.

The Kitchen at the Gambling Den

This large room has worktables lining the walls. The work tables are lined with canisters and jugs. In the centre of the room, a great fire burns in a stone housing. Above the fire is an oven. Smoke rises up past the oven, through a set of grills, and along to the chimney. The design is quite ingenious.

This kitchen rarely sees the amount of activity seen in the tavern’s kitchen, but oddly enough, it has a much larger workspace. The only thing regularly prepared here are sweetmeats and pastries. Often, Tathan comes here in the morning to bake bread for the tavern, and she will help to prepare the pastries, though she will not spend her day here, preferring to work in the smaller though more familiar confines of the tavern kitchen. During the day, the barmaids working at the gambling den will work here, preparing whatever foods are requested.

Office

This is the only room with stone walls in the gambling den. It has a single window with waxed skin and shutters. This allows in some light while protecting the occupant’s privacy. A single desk is set against the south wall with a single chair. A strong box sits beside it. Along the walls are shelves which hold ledgers.

This is Murnac’s office. In easy reach, under the desk, is a short sword. In the desk are a collection of knives, a bottle of good whiskey, a deed to the gambling den and tavern which was the first job Murnac had his advocate complete. Other than that, the other papers and documents on the desk are beyond Murnac’s comprehension. He does not read. The ledgers on the shelves are from before Murnac’s time. He doesn’t really keep records.

Gambling Rooms

This room is spacious, with a single, round table in its centre surrounded by six simple chairs. Against the far wall is a sidetable on which sits two decks of cards and a collection of dice. Candle holders line the walls and torch sconces flank the door.

The Gambling Rooms can be rented for private games. If they are rented, for the minuscule fee of 5 princes (sp), one of the gamesmen from the gambling den can conduct the game. A constant flow of the Snail’s sub-standard brew or wine is part of the rental price of 10 princes (sp) per night. Of course, if one would like something a little better, it can be provided—at an additional cost, of course. Further, for the low, low price of 2 princes (sp) per night, a guard can be assigned to guard the door from the inside or out. Three guards come at the special rate of 5 princes (sp). What a bargain!

Swords and A Squandering Snail: First Blood of the Morning

As related in Swords and Meetings, Cade of Galaras, a poet and dramatist opposed to the Church of Herotus, has joined three accomplices to oppose the Church of Herotus: Eam, a sorcerer and ex-mercenary; Drustan, a Half-Orc Barbarian; and Sabrine, an attractive and stealthy archer. The four now find themselves in the Temples district of Bowden, a relatively wretched hive of scum and possible villainy.

In “Dramatic Entrances,” the first episode of Swords and a Squandering Snail, the group is in the city of Bowden to meet a contact of Cade’s. They intervene when a Holy Knight chases an unarmed man into the tavern in which they drink. The three of them face the Holy Knights and his initiates.

The Minstrel and the Prophet” relates how the group rescues a strange individual known as Incarnos, and meets with Cade’s contact, an attractive woman named Carylle. Incarnos has a tale to tell, claiming to be an immortal servant of gods lost centuries ago. This doesn’t faze Carylle at all, and she in fact speaks of the Old Gods.

In “These Are Not The Myths You’re Looking For,” Incarnos relates that he is a powerful being, once a servant of the old gods, tied to the mortal world by the Herotus. Incarnos had helped Herotus triumph over the old gods and was then betrayed. A fabled staff may lay buried beneath the tavern and gambling den at the sign of the Squandering Snail, and Carylle believes they can find it. The group agrees to make an attempt near sunrise, when few—if any—will be awake or aware.

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Four: First Blood of the Morning

The barest hint of the sun’s arrival glowed along the horizon. Like burning rust, it stretched toward the sky, driving the stars from their home. I wore a heavy cloak against the early morning chill. The spring’s warmth remained absent from the early morning air. The six of us—Incarnos, Carylle, Cade, Drustan, Sabrine and I—crept from the tenement toward the Squandering Snail. I noticed huddled forms in some of the doorways and in the alleys, but nothing moved on the streets so early in the morning.

Carylle pointed to the door out of which we had left, goaded by Murnac and his thugs. “Through the tavern’s kitchen there’s a door I haven’t been through. Old Tathan guards that place like it’s a treasure-trove. No one is allowed into her kitchen.”

“Then let us hope Tathan has not decided to rise early and bake bread,” Drustan said.

Reaching the door, we found it barred from the inside. Carylle pointed to a window along the wall to our right. “That one leads into a hall. The shutter is broken and can’t be closed. I’ll slip through and unbar the door.”

“I should come with you, in case you run into trouble,” I said. Oh, what a hero I.

Carylle offered me a grin. “I appreciate your concern. Try to keep quiet.”
That last comment made me want to protest, but as she was already moving toward the window, I didn’t have the chance. I cast a look back at Sabrine who eyed me with some amusement. Yes, she had likely figured it all out, damn her.

At the window, Carylle carefully pushed back the shutter. The interior proved even darker than where we stood. She glanced around and then, after winking at me, slipped up and through the window without a sound. I doubted I could be so quiet. I took my sword belt and wound it across one shoulder so Frost hung on my back. Boosting myself up, I noted the window was easily wide enough to pass through. I got one foot on the sill, then the other, then slowly lowered myself to the ground.

Just inside the window, to my left, Carylle stood by a door. She pointed to it and mouthed a word I thought was ‘tavern.’ She placed her finger to her lips in an unnecessary warning to remain quiet. I didn’t complain but moved up to stand next to her. The door swung open without complaint. The warm air of the tavern passed by us, bringing with it the stench of stale beer and worse. We waited but heard nothing. I pointed to myself then the doorway, indicating I would go first. Carylle nodded.

I moved as carefully as I could. I didn’t have Sabrine’s light feet, but I could move quietly when need required. It seemed need required it—I heard snoring. I couldn’t place the sound, darkness enveloping the room completely. I would take a step and then pause, listening for a change in that snoring. I would take another step and then pause. I hoped I moved in the direction of the door.

The snoring turned into snuffling and then grunting. I froze. I thought the sound came from my right. I considered drawing Frost. When I called on its magic, it would shed dim light. Usually, no one noticed, but in darkness such as this, it might help to light my way. It might also wake whoever slept here.

The snoring, snuffling and grunting stopped. I could hear breathing, but I couldn’t say of how many people. I took a cautious step and then another. My heart beat fast and it rang in my ears. I desperately wished I knew some spells of silence, or perhaps something to keep the patrons sleeping. Another step and I reached out, hoping I was near the door.

Pale light washed over me, almost blinding me. The doors of the tavern opened. Carylle stood there, the crossbar in her hand, a grin of satisfaction on her face. She winked at me again and put the bar on the ground without a sound. In the faint illumination I looked around at the tavern. Four men slept in the reeds on the floor, blankets wrapped around them. I thought I recognized them. Were they the thugs who had stood with Murnac? Did he expect our return?

As the others entered the tavern, I pointed to the figures on the floor. Carylle glided past them. Sabrine stood with the others by the door. I knew she walked as though on air, with no more sound than a feather falling. Drustan, however, had no such skill. I looked about at the bodies on the floor. Not knowing what else to do, I drew Frost and called on its magic. Should they awaken, I might be able to silence one or two before they could call out. Drustan seemed to have the same idea and he drew out his broad-bladed spear.

I heard something, not loud but not quite identifiable. It reminded me of the sound of a crossbow mechanism released. The men on the ground stirred. I put the blade of Frost to one’s throat. Drustan moved forward, spear ready.

The man who had my blade at his throat woke. He had enough sense not to cry out. I put my finger to my lips. He swallowed, the action making his throat caress Frost. He grimaced. Another man started to rise. Drustan leveled his spear at the man’s chest. The second man dropped back to the floor, hands raised in supplication.

“There is no need to harm them,” Incarnos said, his voice a whisper. “We can bind them and hide them.”

Though he spoke in a whisper, it seemed enough to wake the other two men. We had little time to decide our next actions. Sabrine had her bow in one hand and an arrow in the other. Incarnos moved forward and stood before the men we had not yet threatened.

“Do not speak and no harm will come to you,” Incarnos said.

“Thieves!” one man shouted.

Sabrine’s arrow struck him in the chest, silencing him. That had an effect on the others, all of whom remained quiet as mice. Incarnos went to work shredding the blankets the men had slept in and using the cloth for bindings. Cade stood near the door Carylle and I had come through. He closed it quietly and looked around the room.

“Where is Carylle?” he asked.

I looked around. The only light came from the open door and Frost. I thought I could see an open door behind the bar. “The bar.”

Cade looked. He nodded and vaulted over the bar. He still had his blade drawn. As he approached the door, Carylle came out. “There’s a cellar in here, through the kitchen.”

Incarnos had completed tying the three captives. He gestured to the door. “Let us hide them in there.” He pointed to the dead man. “Bring the body as well. The reeds should cover most of the blood.”

We did as he said. Drustan dragged the dead body and one of the men. I dragged another and Incarnos took the third, lifting him easily from the floor and carrying him. I didn’t have time to comment. Carylle stepped back as we entered.

The room had unlit oil lanterns ensconced on the walls and a great hearth in the southeast corner. A cauldron hung from a metal rod set into the hearth near the top. A long, wood table took up most of the space, leaving little room to manoeuvre around it. Beneath it were stacks of pots, mostly iron, and bowls, mostly wood.

We left the bodies there, in front of the hearth. Carylle pointed to the door across from the one to the tavern. We followed her through it. The area looked like a dry storage room. It had stone walls with no windows. From the light of Frost, I couldn’t see the ceiling. Shelves lined the walls with bags of grain covering them. Barrels filled the centre of the room. Each was marked with a cup, a pig or a fish. Amphora sat stacked atop the barrels. Carylle stood at the southwest corner of the room, pointing at a wood plank door on the ground with a simple, rope knob.

“The cellar,” she said, her voice barely more than a whisper.

“We had best hurry,” Cade said. “The shout should likely woke someone up.”

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Swords and A Squandering Snail continues in “Deals and Tokens.”

The Lorestaves: The Squandering Snail – Introduction and Map

The Tavern and Gambling Den at the Sign of the Squandering Snail
Written by Fraser Ronald

Years ago, both the tavern and the gaming den were separate establishments. The round, tower-like structure that became the gambling den was a hostel run by a benevolent charity. That charitable organization went the way of so many well-meaning individuals and entities in the Temples—it disappeared. The tavern had always been a public house with rooms for let.

Before Murnac’s time, a man named Wesent (no relation to Wesent Tailor) owned the public house, under the sign of the Mouse and the Moon. Wesent took control of the tower. He didn’t purchase it, as there was no one from which to purchase it. Wesent hired a group of thugs to clear the squatters out of the tower, then he hired some workmen to refurbish it and attach it to his existing public house. Wesent had dreams for this newer, bigger public house.

As is common in the Temples, Wesent’s dreams led to Wesent’s doom.

The cost for the realization of his dream put Wesent seriously into debt. He owed that debt to many people. He struggled to pay off most, but lowest on his list was Murnac. At that time, Murnac was only known as muscle for another loan shark, one of the few sharks to whom Wesent didn’t owe money. Though Wesent owed Murnac money, he didn’t consider Murnac a priority. When he came to collect, Wesent dug his grave. He treated Murnac with unconcealed distaste. He had come alone, without the usual show of toughs. What Wesent forgot was that Murnac didn’t need toughs. He was a tough.

The next week, Wesent had disappeared. Murnac had a note, giving him control of the new, combined establishment. It reflects well on Murnac’s intelligence and understanding that he paid off those debts Wessent still owed. He had the establishment free and clear. The sign of the Mouse and Moon came down and the sign of the Squandering Snail went up.

The Snail opens its doors every day an hour or so before sunset. It does not close until sunrise. During the day, the structure is silent, save there may be some locals attending the tavern. The tavern serves meals through the day.

There are two main entrances to this structure. One is to the right, leading into a three-story structure with a slanting roof. The second leads into a circular tower built into the structure. A wood sign hangs beside each entrance showing a snail burrowing through a pile of coins. The ground floor is walled in stone, while the upper floors are built of wood.

The Squandering Snail

SquanderingSnailSketch

Swords and A Squandering Snail: These are Not the Myths You’re Looking For

As related in Swords and Meetings, Cade of Galaras, a poet and dramatist opposed to the Church of Herotus, has joined three accomplices to oppose the Church of Herotus: Eam, a sorcerer and ex-mercenary; Drustan, a Half-Orc Barbarian; and Sabrine, an attractive and stealthy archer. The four now find themselves in the Temples district of Bowden, a relatively wretched hive of scum and possible villainy.

In “Dramatic Entrances,” the first episode of Swords and a Squandering Snail, the group is in the city of Bowden to meet a contact of Cade’s. They intervene when a Holy Knight chases an unarmed man into the tavern in which they drink. The three of them face the Holy Knights and his initiates.

The Minstrel and the Prophet” relates how the group rescues a strange individual known as Incarnos, and meets with Cade’s contact, an attractive woman named Carylle. Incarnos has a tale to tell, claiming to be an immortal servant of gods lost centuries ago. This doesn’t faze Carylle at all, and she in fact speaks of the Old Gods.

________________________________

Three: These are Not the Myths You’re Looking For

“You know of the Old Gods?” Incarnos leaned forward. “How?”

“There are many secrets hidden in Highstone,” Carylle said. “For those patient and tireless, its vaults are as much a mine of treasure as any cave of gold.”

Drustan sat at the table. “My people still knew of Gorshebah and Falielle, of stern Hetheniphet and dark Bascorelzeron. Because of this, the Church took my people from me. Your name I do not know, but I know of the Devas, the servants of the gods, spirits of power.”

Incarnos reached out and touched Drustan’s hand. “Drustan of Teyrs, son of Kaemar and Drusta, clan son of Hengist the Ironeye, the Old Gods did not abandon your people. Your people were betrayed by me.”

Cade sat. “What do you mean? Those names mean nothing to me, though Falielle sounds something like Faliel, the Queen of the Faeries in children’s tales.”

Incarnos filled a pewter cup from an earthenware jug. “I have troubles calculating the time, but in the past long forgotten, other gods watched over the world you call Morvia. Twelve great gods controlled the elements and forces of nature. They cared for mortals as best they could, but left to them age, disease and pain. Some thought this unfair, and in their concern, looked for a way to alleviate the suffering.”

“But they gave us gifts,” Drustan said. “Music and poetry, the dance of feet and sword, they come from the gods for our delight.”

Incarnos smiled. “I would not consider the dance of the sword a delight.”

Drustan’s grin highlighted his lower canines, appearing akin to tusks. “You are not a clan son of Hengist the Ironeye.”

I looked to Sabrine. She shrugged. We two sat without commenting. I filled a cup from a jug. The wine smelled rich. I drank as I listened, unable to comprehend all that I heard.

“Many of us, we who served the gods, hated the suffering we saw here,” Incarnos said. “We pleaded with the gods to end it. They asked us which pleasure they should deny the living in trade. We could not understand it then, but I understand it now.”

“Everything has a price.” I spoke without thinking.

Incarnos seemed to notice me for the first time. He nodded. “Yes, that is the truth we could not see. Herotus came to us and offered himself as an alternative, promising to rid the world of care. Many flocked to him, believing him. His servants came to the world and set themselves against the servants of the Twelve, the Old Gods. The people turned from the Twelve, believing the words of the servants of Herotus. Who would not be seduced by the promise of life without care?”

“Anyone with any sense,” Sabrine said.

“It is more seductive than you would admit,” Incarnos said. “But the servants of Herotus had more than just words. The Church now condemns sorcery, but in those days Devas had turned to Herotus, and they used their powerful magics. It seemed as though Herotus had more power than the Twelve. In the end, without worship, without the devotion of the people of this world, the Twelve disappeared.”

“They did not lose our worship,” Drustan said. “Not until I buried my people.”

Incarnos did not look at Drustan, only at the cup he held in his hands, the cup he hadn’t drank from. “Perhaps we didn’t understand what had happened. Perhaps I didn’t understand what had happened. No one could say if the Twelve had been destroyed, banished or simply left this reality.”

“But what of you?” asked Cade. “You survived. And you say ‘we.’ I will assume others survived as well.”

“Some, yes,” Incarnos said. “But with the Old Gods gone, Herotus betrayed all those who had supported him. Many spirits and demigods were destroyed, others bound with powerful spells. I was banished to the mortal world, to live as an immortal and behold all that I had unwittingly helped bring to pass.”

“And so Herotus has won,” Sabrine said. “Does the Church reign supreme, secure with its usurping god?”

Incarnos raised his head, his eyes resting on Sabrine. “Nothing is secure. Not now. In his arrogance, Herotus failed to complete his victory. While his servants attempted to erase all knowledge of the Twelve, they did not succeed. Even that knowledge is tangled with myth and legend. You know of the twelve swords of Herotus’ bound knights?”

“The ancestors of the Holy Knights,” Sabrine said. “We know that story quite well.”

Incarnos pointed at her. “And a story it is. A myth. The Temple of the Holy Mount once housed the last relics of the Twelve Gods. Staves, crafted at the dawn of the world, and instilled with a small essence of the Twelve. After Herotus’ victory, they were hidden in the vaults of the Temple of the Holy Mount. The servants of Herotus were unwilling to destroy such powerful items and may have hoped to one day tap their awesome power. However, greed, as is common, led to an unexpected end.”

“And that is our advantage?” asked Carylle.

“The twelve swords,” Cade said. “They are linked to this.”

Incarnos leaned forward. “Yes. Stories tell of the minions of demon lords stealing the twelve swords, hiding them as staves. This is the myth. There were no twelve great knights, no twelve swords, only the staves. The staves themselves, perhaps sensing their own peril, transported themselves through their own mighty magics. They returned to those temples in which they had first been formed. There they wait.”

It all came clear to me. “The Temples.”

“The Temples.” Incarnos repeated my words slowly with careful enunciation. “Here was once the Temple District of the ancient city of Baudus. And on this very ground, where Murnac’s shabby temple of sin stands, once stood the Temple of Parwen, the Goddess of Knowledge and Thought, the Great Sage. It is her staff that is the first key. It is her staff that can lead to the resurrection of the true gods of Morvia.

“How do we do this?” asked Drustan.

“Each of the twelve staves holds a key to unlocking the mystery of the Twelve Gods,” Incarnos said. “Each staff will lead the bearer to the next. When all twelve are assembled in the temple of Soldrenar the Shining, King of the Heavens, the Old Gods will return, to once again lay claim to Morvia and free it from the dominion of Herotus the Deceiver.” Incarnos stood, his eyes unfocused, and he raised his arms to the ceiling, to the sky. “I am here, in this place, because the staff calls to me. It is time for it to come into the light. The Old Gods are ready to oppose Herotus, but the door must be unlocked. The fortress’ gates must be opened for the battle to join.” He lowered his arms and turned to us, all sitting at his table. “I ask for your help in finding this staff. I ask for your help in freeing Morvia from the grip of a deceiver.”

“Bloody Burning Hells, this is madness,” I said. “I’m more willing than any to oppose the Church, but you’re talking of Old Gods, of magic staves. I just can’t believe it.”

“If we found the staff of Parwen, would you believe?” asked Carylle. “It’s here, just like he says.”

“How do you know?” asked Sabrine.

Carylle met Sabrine’s gaze with a bold glare. “In my travels, I reached Highstone.” Her bold glare melted and her face turned to a sprightly beam. “Forget what you’ve heard, it’s not a dreary place infested with hell-spawned demons. It’s the greatest fortress I’ve ever seen, and it’s open to all. It has libraries that beggar any king’s or university’s claim. It was there that I learnt the fairy stories and campfire legends of the old powers were true.” She leaned forward, her voice laced with passion. “Some treatises from the time before Herotus still exist there. Many of the old scrolls have decayed beyond use, but some remain. One tells of the ancient city-state of Baudus—Bowden. It spoke of the Temple District which sat close to the docks. I’m certain that Murnac’s Squandering Snail stands on the site of the ancient temple of Parwen. I’ve been hoping to find some remnants of that time, but I’ve found nothing.”

“Nothing?” asked Incarnos.

“Nothing yet,” Carylle said. “That doesn’t mean there’s nothing to find.”

“You’ve searched?” asked Cade.

“Most of the Snail, yes,” Carylle said. “But there’s got to be more. Everything here was built over older structures. That’s the way of cities. If one wants to find the secrets of a city, one needs to dig into its roots. The problem is, I haven’t found a way into the roots of the Snail yet.”

Sabrine steepled her fingers before her. “Yet. Which means there are parts of the Snail you haven’t searched.”

Carylle frowned. “Some parts.” She tapped the table with her fist. “So you think there’s a way to get below the Snail.”

“It’s a tavern,” I said. “They’ve got to have a cellar for the ale and beer.” Everyone at the table turned to look at me. I sank back into my chair. “What?”

Carylle waved a finger at me. “The cellar, there’s got to be a way into it, a way from the gambling hall and the tavern both.”

Cade rubbed his hands together. “And you think you know where that might be?”

“I think so,” Carylle said. “But I need help getting to it.”

“We can help,” Sabrine said. “We’re good at that.”

“Yes we are,” Drustan said. “My feet are set on a path of vengeance, a path that will lead to success.”

Sabrine slapped Drustan’s shoulder. “You’re so melodramatic.” She turned to me. “What do you say, Eam? Should we get in there?”

I looked from her to Carylle. My cousin wanted to get it done, and what could I say to the beauty that sat at the table with us? “Let’s get in there.”

The brilliance of Carylle’s face warmed me. I knew I made the decision for all the wrong reasons—well, except for Sabrine saying we should do it—but I actually thought we were doing the right thing. The Old Gods? Did I believe the story Incarnos had just told us? No, I didn’t, but I also didn’t disbelieve him, if that makes any sense. I had known of Drustan’s odd religion, but I had never lent it any credence. And now I had just agreed to enter a building secretly to find magical sticks to bring Drustan’s gods into this world.

Yes, I did feel rather like an idiot. I also felt like a hero of legend, or at least the squire of a hero of legend. I needed to say something, to get my mind off my motivations for throwing my cap into that ring. “When does the tavern close?”

Carylle held her chin in her hand. “It doesn’t really ever close. Still there’s almost no one there for an hour or two before or after sunrise. They sometimes bar the door then.”

“That gives us a few hours, which is more than we need,” Sabrine said. “There isn’t a lock I can’t foil. Drustan and Eam can lend us muscle if we need it. Cade, what do you offer?”

Cade tapped his temple. “I’ve got the smarts.”

“Do you now?” Sabrine waved off the comment. “I’m sure you can do something useful.” She sank into her chair, crossing her arms. “Well, we seem to have a few hours to wait. I would suggest enjoying the food Master Incarnos has provided and then getting some sleep.”

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Swords and A Squandering Snail continues in “First Blood of the Morning.”

The Lorestaves: Causens’ Corner in the Temples

Sign of the Squandering Snail: Causens’ Corner
Written by Fraser Ronald

Causens’ Corner is the Temples writ small. Filled with desperate individuals barely eking out an existence and cursing fate and their own circumstances with equal venom, the Corner is on the outskirts of the Temples. The result of this is that the Corner is not as dangerous as many other parts of the Temples. Individuals with at least some small reservoir of self-esteem and personal integrity might be found in Causens’ Corner. Still, most of the residents would be as happy to deliver a knife in as a slap on the back.

The Red Fisher

The three story building has a stone walled first floor, but its second and third floor are built of wood and project out from the first floor wall a few feet. The windows on the first floor, and there are a few, are all shuttered. The windows on the second and third floors are open and wisps of pink curtains are visible. Dangling from the second floor’s overhang, two pink lanterns flank the doors. The doorway requires a few steps down as it is a foot below the level of the street. Hanging from a bracket beside the door is a crudely painted plaque with a red bird holding a fish in its beak.

Fishmonger Gereslack is the master of this brothel. While somewhat clean and in good repair, this is still a dark and hopeless place for the whores, and even for Gereslack who had some hopes of moving beyond his place as a pimp.

Fishmonger Gereslack, a pimp
38 year old Male Human Rogue 3: CR 3; Size M; HD 3d6+6; hp 22; Init +2; Spd 30 ft.; AC 14; BAB +2; Atk +3 melee (1d6+1, shortsword), or +4 ranged (1d4, dagger); SV Fort +3, Ref +5, Will +3; AL CE; Str 12, Dex 15, Con 15, Int 13, Wis 15, Cha 13.
Skills: Bluff +8, Disable Device +5, Gather Information +6, Hide +8, Intimidate +8, Knowledge (Local) +7, Listen +5, Move Silently +7, Open Lock +6, Search +5, Sense Motive +8, Spot +8.
Feats: Combat Expertise, Dodge, Persuasive.
Class Feature (Rogue): Evasion.
Possessions: Dagger, leather armor, pouch with 25 princes (sp) and 5 wrens (gp), shortsword, traveler’s outfit.
Background: It’s not as though a person grows up dreaming of becoming a pimp. Still, Gereslack had few options. He might have become a thug, he could have become a loanshark, but the fact is, he prefers trading in flesh. He pretends it isn’t a crime, that no one is hurt, forgetting that he took women and girls in desperate situations and forced them to sell themselves. He is not a romantic, though he will often say that he is. Along with pimping, Gereslack sometimes involves himself in people smuggling, moving young women and boys to use as slaves elsewhere.

Gereslack always carries his weapons with him and he wears his armor, but under his clothing. He always wears a heavy, large cloak in the hopes of hiding armor and weapons.

Tactics: Gereslack doesn’t like physical confrontations. He will try to talk his way out of any fight, either by bluffing or intimidating. Once the conflict has been avoided, he’ll pay someone to kill or otherwise remove the threat of the individual with whom he was in conflict. If forced into a fight, Gereslack likes to feint. He’ll take whatever advantage is available and fight as dirty as necessary to win. If things look particularly bad, he’ll try to flee, or at least fight defensively if retreat is not possible.

The Cooper

Open barrels are piled one their sides beside this small, squat building. Smoke slowly snakes from the tin chimney reaching up from the roof.

This is the cooperage of Alassorn of Karnhorn. Along with the usual brewers, dry goods merchants and smugglers, Alassorn also sells barrels for other purposes, such as storage for a dead body and rocks, to be dropped somewhere out at sea.

Alassorn of Karnhorn, the local cooper
37 year old Male Human Expert 2: CR 1; Size M; HD 2d6; hp 11; Init +2; Spd 30 ft.; AC 12; BAB +1; Atk +1 melee (1d6, club), or +3 ranged; SV Fort +0, Ref +2, Will +2; AL CN; Str 10, Dex 14, Con 11, Int 14, Wis 9, Cha 13.
Skills: Sleight of Hand +7, Craft (woodworking) +10, Disable Device +4, Forgery +7, Hide +7, Knowledge (local) +7, Listen +3, Move Silently +6, Profession (cooper) +4, Search +3, Spot +3.
Feats: Alertness, Skill Focus (Craft [woodworking]).
Possessions: Artisan’s outfit, club, dagger, pouch with 30 princes (sp).
Background: Alassorn is something of a success story. Once a career criminal, a turn at the oars of one of the Duke’s galleys killed Alassorn’s anti-social tendencies. Finally released after he had served his time, Alassorn apprenticed with the only craftsman who would accept him, Hesrick, the cooper at Causens’ Corner. Hesrick, unlike Alassorn, knew nothing of the criminal elements in the Temples and worked only for legitimate businesses. While he survived, one could not call him successful. Alassorn, meanwhile, was willing to help out his old criminal cronies by supplying things like weighted barrels to easily dispose of a body in the bay, or false-bottomed barrels in which to smuggle goods. With the money made through his illicit dealings, Alassorn did something completely out of character—he acted honestly and in good faith. He purchased the cooperage from Hesrick for a price everyone had to agree was more than fair. Hesrick went to live with his eldest son who had a fairly prosperous farm outside the city and Alassorn was free to contract with whomever he pleased.

Tactics: It’s been quite some time since Alassorn has needed to protect himself, but he still remembers how to fight. He’ll try to escape from any fight, though, before he’ll willingly engage in one. If forced, he’ll fight defensively while trying to get a feel for his opponent. If he has a few rounds in which he has successfully protected himself, so his opponent has not landed an attack, Alassorn will actually attempt to fight as regular, until he gets hit, at which point he’ll return to fighting defensively. If he has a chance to escape a fight, even one in which he’s doing well, he’ll take it.

The Tailor

A small shack rests against a taller, four storey structure. The shack has a single door and two windows beside the door. Hanging in the window are bolts of cloth. Beside the door is a small plaque with crossed needles over a spool of thread.

This is the abode and workshop for the local tailor, Wesent. As there are so many Wesents in Bowden, this Wesent is known as Wesent Tailor. As most of the individuals of the Temples cannot afford to pay someone to make their cloths, Wesent works mostly for Gereslack’s doxies and those single men who have some small coin in their pockets, such as Murnac, Gereslack himself and Alassorn.

Wesent Tailor, the local tailor
36 year old Male Human Expert 2: CR 1; Size M; HD 2d6; hp 7; Init +2; Spd 30 ft.; AC 12; BAB +1; Atk -1 melee (1d6-2, quarterstaff), or +3 ranged; SV Fort +0, Ref +2, Will +5; AL LN; Str 7, Dex 15, Con 11, Int 14, Wis 14, Cha 5.
Skills: Appraise +7, Craft (clothing) +10, Diplomacy +2, Forgery +7, Hide +4, Knowledge (local) +6, Listen +4, Move Silently +5, Profession (tailor) +7, Search +4, Spot +3.
Feats: Dodge, Skill Focus (Craft [clothing]).
Possessions: Artisan’s clothing, pouch with 10 dublings (cp) and 10 princes (sp), quarterstaff.
Background: Wesent Tailor’s parents were indentured to a rich family who lived on an estate just outside of Bowden. Wesent escaped at a very young age and has not seen his family again. He arrived in Bowdern destitute and afraid. He spent some time running with a gang of young thieves but never felt as though he belonged. He had come to know many people in the Temples, and had only found one man he through he could trust. He became an apprentice to a small, insignificant tailor who only succeeded in keeping their two bellies full. When his master grew ill, Wesent took over the business. What little money they had stashed away, Wesent spent on a funeral for his old master. Now, Wesent does what he can. He is not particularly good, but he makes a living. He cannot see a time when he will have enough wealth to marry and start a family, but he has no other skills on which to fall back.

Tactics: There’s very little that Wesent will fight for, save his small shop. He’d just as soon receive a beating as fight back, hoping that by not fighting back, the enjoyment the bullies and thieves take from beating will be minimal, and that will persuade them to move on. If his life or shop is threatened, he’ll take up his quarterstaff and hope to drive off the attackers with a show of strength. Since that won’t be forthcoming, he better hope they are worse fighters than he.

The Carpenter

This building, though small, is clean and sturdy. It has a door with a handle and its shutters open upward rather than to the side. A plaque on the door shows a hammer, pegs and two boards of wood.

This is the home and workshop of the carpenter, Cessforn. He is known as Cessforn the Younger, as his father, Cessforn the Elder, also lives in Bowden. While he is a denizen of the Temples, Cessforn has some real carpentry skills and he has worked in some of the better sections of Bowden. Because he fears moving his father—whose care would cost more coin than a carpenter could raise elsewhere in Bowden—Cessforn remains in Causens’ Corner.

Cessforn the Younger, the local carpenter
51 year old Male Human Expert 2: CR 1; Size M; HD 2d6; hp 9; Init +1; Spd 30 ft.; AC 11; BAB +1 Atk +0 melee (1d6-1, quarterstaff), or +2 ranged; SV Fort +0, Ref +1, Will +3; AL LN; Str 8, Dex 13, Con 11, Int 13, Wis 11, Cha 10.
Skills: Craft (Carpentry) +9, Diplomacy +5, Disable Device +4, Gather Information +2, Hide +2, Knowledge (local) +5, Listen +5, Move Silently +3, Spot +7, Tumble +6.
Feats: Alertness, Skill Focus (carpentry).
Possessions: Artisan’s outfit, pouch with 15 princes (sp) and 5 wrens (gp), quarterstaff.
Background: Like his father, Cessforn the Younger grew up in the Temples. It’s all he knows. He apprenticed under his father and actually has some skill in carpentry. He could likely move out of the Temples, but he has a wife and children and not much actual coinage, rather his wealth is in his business. Finding another place where he could live with his father close by for as little as the Temples would be difficult, if not impossible. As such, Cessforn works throughout Bowden, earning a fair amount of money, but lives and has his shop in the Temples.

Tactics: Cessforn isn’t a fighter, but if his family is threatened, he’s more than willing to use the stout staff he always carries with him. He knows the Temples, which means he knows violence. Not much of a fighter, Cessforn will fight defensively. He’ll try to give his family a chance to escape. That done, he’ll attempt to escape himself. If he is in his own neighborhood, he’ll try to get those people who know him involved, at least to find help. Cessforn has plenty of friends—for a man of the Temples, he’s honest—so there might actually be people willing to help.

Jileforis’ Tenement

This building, made of chipped and marked wood, rises some four storeys. It is girded with many wood staircases and landings. Doors open onto these landings. There are many windows, some with shutters, some with merely the remains of shutters.

This is a tenement, barely still standing. The landlord, Jileforis, lives elsewhere in the Temples, but frequents Causens’ Corner to keep an eye on one of his many investments. Whenever Jileforis is in the area, he has two of his Toughs with him. Residents of the tenement include Cessforn the Elder and some widows making an honest living as seamstresses, doing work for Wesent Tailor. Cessforn the Younger also pays the widows a small sum to help watch over his father, who is slowly losing his mental faculties.

Jileforis, a landlord
47 year old Male Human Expert 3: CR 2; Size M; HD 3d6; hp 14; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +2 (+2 Base) melee, or +6 (+2 Base, +4 Dex) ranged; SV Fort +1 (+1 Base), Ref +5 (+1 Base, +4 Dex), Will +6 (+3 Base, +1 Wis, +2 Iron Will); AL CE; Str 11 (+0), Dex 18 (+4), Con 11 (+0), Int 14 (+2), Wis 13 (+1), Cha 16 (+3).
Skills: Bluff +10, Diplomacy +10, Gather Information +8, Hide +6, Intimidate +11, Knowledge (local) +8, Listen +6, Profession (landlord) +7, Spot +3.
Feats: Iron Will, Martial Weapon Proficiency (longsword), Persuasive.
Possessions: Courtier’s outfit, daggers (3), longsword (masterwork).
Background: Jileforis came to the Temples as a child. His father was a failed businessman who had lost almost everything, including the family home. As a young man, Jileforis left home with the intent to make money. He remembered the life he had previously led. Jileforis became the practical partner of three, the two other offered money and connections. Jileforis brought the ides and insured their implementation. Soon, Jileforis no longer needed his partners and so he took what he could and left. They soon faded into the Temples, while Jileforis rose to the top. Along with properties, Jileforis owns boats, warehouses, and a trading company. He continues to visit his tenements in the Temples, always bringing some hired muscle.

Jileforis does not carry coins with him because he does not pay for anything with his own hand. If payment is required, one of his toughs will deliver the payment. Jileforis always travels with at least 4 toughs. One of the toughs will have Jileforis’ purse, which will include 35 wrens (gp) and 10 braces (pp). Jileforis always carries his longsword, and is not adverse to using it, though only when doing so presents no danger to him.

Tactics: Jileforis has thugs to do his fighting. He didn’t rise to his position so he could dirty his hands in fisticuffs. He’ll have his toughs level the opposition, or at least screen his retreat. If absolutely forced into combat, Jileforis will fight defensively, all the time attempting to intimidate his opponents, or buy them off. Any opponent that stops his attacks based on threats or promises will have a price on his head the second Jileforis is out of danger.

Toughs, the guards and other toughs hired by Jileforis
Male Human Warrior 2: CR 1; Size M; HD 2d8; hp 12; Init +2; Spd 30 ft.; AC 14; BAB +2; Atk +3 melee (1d8+1, longsword) or +4 ranged (1d4, dagger); SV Fort +3, Ref +2, Will -2; AL LE; Str 13, Dex 15, Con 11, Int 9, Wis 7, Cha 10.
Skills: Climb +1, Hide +4, Listen +1, Move Silently +3, Spot +1.
Feats: Blind-Fight, Power Attack.
Possessions: Dagger, leather armor, longsword
Tactics: These toughs aren’t particularly smart, but they are smart enough to try to flank opponents and to gang up when they can. After two rounds of combat, they might try power-attack, but only if they have regularly hit an opponent.

Swords and A Squandering Snail: The Minstrel and the Prophet

As related in Swords and Meetings, Cade of Galaras, a poet and dramatist opposed to the Church of Herotus, has joined three accomplices to oppose the Church of Herotus: Eam, a sorcerer and ex-mercenary; Drustan, a Half-Orc Barbarian; and Sabrine, an attractive and stealthy archer. The four now find themselves in the Temples district of Bowden, a relatively wretched hive of scum and possible villainy.

In “Dramatic Entrances,” the first episode of Swords and a Squandering Snail, the group is in the city of Bowen to meet a contact of Cade’s. They intervene when a Holy Knight chases an unarmed man into the tavern in which they drink. The three of them face the Holy Knights and his initiates.

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Two: The Minstrel and the Prophet

Sabrine loosed, catching one of the Initiates in the throat. He fell to the ground, clutching at the arrow, his life spilling onto the ground. “They haven’t improved their armour any. That’s good of them.”

Drustan traded blows with the Holy Knight as the Initiates surged forward. Cade slid into the combat, covering Drustan’s left. Drustan’s right remained undefended. Sabrine loosed another arrow.

“Eam, get to work,” she said.

I exhaled, reaching inside with my will, seeking the place of power. I envisioned energy in my hands and projected it at the Initiates moving on Drustan’s right. Just as I had seen in my mind’s eye, a bolt of light stretch from my hand to an Initiate. He staggered, raising his arms as though to ward off a blow. Sabrine’s arrow buried itself in his armpit.

Drustan used his spear as though it weighed nothing while the Holy Knight fought as if immersed in water. Each time Drustan’s spear connected, the Holy Knight staggered back another step. Each time the Holy Knight swung his sword, Drustan blocked it with his dirk. Cade did not seem intent on killing his opponents, rather he seemed intent on staying alive.

My magic and Sabrine’s arrows could not protect Drustan’s right. I drew my sword—Frost—and whispered a single word—ice. The sword’s blade covered with its namesake and I darted forward. I had trailed the pike in my day and knew how to use a sword. Still, against armoured Initiates, I had hard work ahead of me.

Then the time for thought and conscious control left. I faced two men ready to kill me. I didn’t want to die. My muscles knew the process. I couldn’t hope to put my blade, long and supple, against those beasts of the Initiates. I focused on deflecting them and not inhabiting the air through which they swung.

The dynamics of the fight all changed when the Holy Knight fell to his knees, blood dribbling out of the mouthpiece of his helm. Drustan ripped off that helm, revealing a head topped with dark hair. The Holy Knight looked up, his lips split, bruises along the sides of his face.

“You’ll burn in the Hells,” he said.

“So be it.” And Drustan removed that head.

The Initiates all stepped back. Cade took advantage and slid his blade through an opening at the hip of one Initiate’s armour. Sabrine caught another in the shoulder joint. The ice of Frost touched another in his elbow joint. Bleeding, disheartened, the Initiates fled the tavern.

We four stood there, panting. Drustan kicked the body of the Holy Knight then turned to the man the Initiates had beaten. “Are you harmed?”

The man rose. Though he moved with stiff caution, I saw no marks, neither bruises nor blood. He looked around, as though confused. Finally, his eyes rested on Drustan. He smiled.

“My thanks. I had not expected help in such a place. But I can see that you have good hearts and strong limbs. I wish I could show my appreciation, but all I can offer is the truth of the moment, which I do not believe you would wish to hear.”

I considered that a rather cryptic statement, but before I could comment the door behind the bar opened. It disgorged a stout man with broad shoulders, dark hair, deep set eyes, and clothes that while not fine, certainly set him apart from the majority of people in the tavern. Following him came five brutes, all armed with shortswords. The dark-haired man crossed his arms.

“I’m Murnac and this is my place,” he said. “You’ve just caused me plenty of trouble, so you’re leaving. Right now. You don’t walk out of here on your own, you’ll get carried out.”

I heard a low growl issue from Drustan. It sounded like he was only too willing to cross Master Murnac and his brutes. The undamaged man touched Drustan’s arm. “Please, let us go. There is no need for further violence.”

In all honesty, I wanted to disagree. I still held Frost in my hand, blood frozen along the blade. Sabrine lowered her bow. “He’s right. Let’s be gone.”

I lifted my sword and whispered the word ‘ice’ again. The frost left the blade, though the blood remained congealed. I reached down and cleaned Frost on the cloak of the Holy Knight Drustan had finished. I saluted Murnac with my sword before sheathing it. Murnac and his brutes made no move to attack us, but let us gather our belongings and depart.

The stench of the Temples assailed me as soon as I stepped out that door. Of the cities I knew, Bowden and its Temples wasn’t the worst. It smelled of rotting fish, too many people, and coal smoke, but I could stomach that. The street seemed close, with the buildings leaning in on it. So early in the evening, the streets of the Temples flowed with a strange mixture of the destitute, the dangerous, and the ignorant. We stood for a moment, unsure where our next steps should take us.

“I thank you for your help,” the undamaged man said. “My name is Incarnos. I have rented a room nearby where I would like to offer you sanctuary, at least for this night.”

“Sanctuary, for those who have killed Holy Knights?” Sabrine offered a mirthless chuckle. “Not a wise decision.”

Incarnos shook his gaunt head. “There is nothing the Holy Knights can do to me they have not already done. Besides, they will not seek for us here. They would not believe ones who have slain those of the Order would remain so near the scene of the slaying.” Incarnos gestured to a four story building made of chipped and marked wood. Staircases and landings girded it like a loose belt. “I have a private room on the second floor of this tenement. I can offer food, drink and a tale that will make you wonder at the very world around you.”

Before anyone made an answer, I heard Cade’s name called out in a sweet, feminine voice. We all turned. The woman approaching strode with confidence, head held high. While I liked everything I saw, her bright hazel eyes and broad, frank mouth drew my greatest admiration.

Cade smiled and gestured to the woman. “My contact.” He took her arm and shook it as a comrade. So, friends rather than lovers. That gave me hope. “This is Carylle of Temelburh.” He then turned to us and made introductions. Perhaps it was simply ego, but I thought her eyes lingered on me and her smile had a suggestion behind it.

“We need to get away from here,” Carylle said to Cade. “If Murnac sees me with you, I’ll be done.”

Incarnos again pointed to the tenement. “Please, we can speak inside.”

Sabrine nodded. “We’ll join you, if only for a moment.”

We followed Incarnos up one of the wood staircases on the exterior of the building. I followed Carylle who followed Cade.

“I hardly expected you’d come,” Carylle said.

“How could I ignore an invitation couched in such mysterious terms?” asked Cade. “You know talk of secrets and conspiracies is enough to draw me in.”

“And I didn’t lie. You won’t believe what I learnt”

We passed through a door on a rickety landing that I couldn’t believe actually sustained the group of us. A large table dominated the centre of the room beyond. Settees and divans rested against the walls while chairs surrounded the table. Tapestries—perhaps once impressive and vibrant, now dull and uninspiring—covered the walls.

As though answering an unheard call, a young man followed us into the room, leading bearers who deposited a variety of food and drink on the table. That done, the young man sent the bearers away and then followed them, closing the door. Incarnos placed a padlock on the door. We all stood silently inside the room. I had the sense I watched some mystery unfold. I almost forgot to breath. Finally, Incarnos sat at the table and sighed.

“So, here we are,” he said. “Do please sit. I have much to tell you. The most unbelievable I will offer first, hoping you believe it. You know my name as Incarnos. It is my name in the tongues of men for my true name would slay you if you uttered it. I am an immortal servant of gods lost centuries ago tied to this flesh by Herotus.”

He placed his hands, palm down, on the table. His eyes moved from one of us to the next. Did he expect a response? What could we say? Had I not seen the lack of marks left from a fair beating by strong men, I would have laughed. I thought him mad. But the Holy Knights sought him out. If he were mad, why would they?

Carylle broke the silence by clapping her hands together then covering her mouth with them. The sound of the clapping made us all start, save Drustan who did not move.

“A messenger of the Old Gods.” Carylle spoke from behind cupped hands. She took a seat and then clasped her hands in front of her. “I had hopes of discovering secrets, but not this.”

She didn’t seem fazed at all by the news that froze the rest of us. Perhaps Incarnos was not the only one in that room hiding secrets.

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Swords and A Squandering Snail continues in “These are Not the Myths You’re Looking For.”

The Lorestaves: Bowden and the Temples

Sign of the Squandering Snail: Basics
Morvia and Bowden the creation of Dean Martin
Written by Fraser Ronald

This product was devised both as a generic setting supplement that can be dropped into any campaign and as part of an ongoing adventure series—The Lorestaves. As such, the background information and some of the NPCs are based on the Lorestaves adventure. You can simply remove or ignore anything here that doesn’t interest you and use whatever you like however you like.

For example, while the area is called the Temples, perhaps in your campaign the player characters have already heard of an area in the city of Thatplace called “Dark & Gritty Quarter.” No problem, the Temples becomes Dark & Gritty Quarter in Thatplace. Your players are in a city and decide they want to do some gambling and go off in search of a gambling den. You can use the Snail without using the Temples. You can even use the descriptions of the Snail or the maps of the Snail separately if you so desire.

Bowden, in the Duchy of Algorn
The default setting for this adventure is the city of Bowden in the Duchy of Algorn. The duchy is part of the Divided Duchies in Morvia, which was to be the default setting for SEP’s Arcane Kingdoms line. Bowden is Algorn’s capital city and home to the ruling Duke, Javarre, and his Duchess, Hollis. Duke Javarre rules from within the impressive Stonewell Castle. Bowden is a coastal city of some 80,000 inhabitants and is the centre of Algorn’s powerful navy. The naval dockyards and shipwrights are the foundation of the Algorn economy. This city is also the site of the Divided Dukedom’s first university.

When prices are given, the local coinage will be used with the generic term in brackets. As such, were one to purchase a slab of meat and bread at the tavern, the price would be listed as 5 princes (sp). The gold coins of Bowden are sovereigns, known dismissively as wrens. The silver coinage is the princemark, often called princes. The copper coin is the dubling. Very rare and used only among merchants for large purchases and transfers of wealth, the brace is a platinum coin.

The Temples
The Temples District abuts the naval dockyards. The origin of the name is lost to history, as there is no record of a temple ever existing within the district. However, the Temples was once filled with places of worship dedicated to the elder gods, long before the One God arrived. The adherents of the One God, on their ascension to power, destroyed the temples of the elder gods and cursed the very land on which those temples had been built. They erased from history even the existence of those structures, though the people of the city that became Bowden continued to call the area ‘the Temples.’ Folk knowledge once again maintained that which historic records lost.

The Temples became a shunned area. For almost a century after its razing, only the homeless and the hopeless would venture into the Temples. Slowly, as the city grew, the abandoned area near the docks, avoided by the ‘good folk,’ became home to an underclass, those not recognized officially by the government. From the ruins, these individuals built homes and then businesses. The residents of Bowden found a new reason to shun the Temples—the danger they found there. Criminals of all kinds congregated in the district. While one could find legitimate businesses in the Temples—even criminals needed clothing, shoes and food—most of the prosperous businesses catered to needs and desires frowned upon or openly condemned throughout the rest of the city. The term ‘pink lantern’ and its links to prostitution come from the Temples.

Successive rulers attempted to eradicate or at least control the Temples, but the effort required proved too great. While the city vocally detested the Temples and its residents, many in the city patronized its businesses. Smugglers made their contacts and deliveries through the Temples, assassins found sponsors and whores their ‘mules.’ The Temples housed the underground economy of loan-sharks and coin shavers. The finances of the Temples are an important facet of the economy of Bowden, and this has contributed to the longevity of the district, protecting it to a degree from the campaigns against it.

Duke Javarre has enacted a hands-off approach to the Temples. He officially announced that he would enforce the peace and laws within the district, but at the same time he did not wish to expend the amount of wealth and manpower necessary to bring order to the Temples. However, most of the residents of the Temples feared that if they pushed this duke too far, he would force law onto them. A détente now exists, in which the depravities of the Temples are hidden behind closed doors and the streets are as safe as any street on the dockyards—perhaps not perfectly safe, but the district is no longer a jungle. The duke, for his part, sends his troops to police the district during daylight. While the troops disappear at night, there are plenty nearby should a grave disturbance arise.