Ylrhan the Slippery & The
Old Lighthouse
One
of the better known landmarks on the coast, The
Old Lighthouse was
commissioned by the first Chapmaster of the Order
of the Sword and Crown
to come to the area. The stones used to build it were enchanted, the
whole surface of the building issues a steady glow a soon as night
falls completely. While not bright enough to blind or daze, it is
certainly bright enough to read by if one was within a couple of
dozen yards. The light counts as day or sunlight for the purposes of
repelling undead, and it has long been known as a place of refuge and
safety as a result. While abandoned for many years after the Sword
and Crown were forced
out of the area, it has recently been taken as a residence by a
priest of the sea god Xerbo
named Ylrhan
the Slippery.
Ylrhan is
something of a jack-of-all trades, befitting a follower of the Lord
of Coin and Waves, he is
a merchant, sailor, pirate, fisherman, fortune-teller and more. The
old priest will certainly offer services to any who seem both
friendly and not likely to rob him. He has amassed a large stock
which he keeps underneath the waters, using his ability to breathe
underneath the waves as a defense against theft. A miser by heart, Ylrhan sees every interaction with another as a means to enrich himself, from his work as a merchant to that as an information dealer. He will not let anything go without a mark-up unless he absolutely has to.
Juzzek,
Fishman Merchant
Exiled
from his home, Juzzek
now plies the craft of a wandering merchant in the depths of Ingram's
Tangle.
Setting his shop up in any community that will have him, or simply on
the side of a trail if need be, Juzzek's
colorfol orange and red tent and equally colorful giant dragonfly
mount Darner is
sure to be a welcome sight to any party who has made his acquaintance
before. Juzzek is
a fast-talking fishman shaped vaguely like a catfish. He hails from far to the south, past even the Sivardian
Plains and
in the land of Doru. He stockpiles currency in an attempt to buy his way back into his
old position as a member of the nobility, having lost his status and last name after his dissatisfied wives bought his place in the peerage out from under him. He charges fair prices and
is willing to make a deal, as he tries to play the long-game and
hopes for repeat business. Juzzek's
wares
focus primarily on arms and armor, both mundane and magical, but he
will buy nearly anything if it catches his interest. Juzzek
can
be seen in Semuanya's
Stone, Seven Willows,
and
the Lily Pad
Villages.
Worldly
Tue
A
goblin wizard and merchant from far to the east, Worldly
Tue makes her way
through the world from atop the shoulders of her magical beast of
burden and guardian, Yultij.
Specializing in scrolls,
spell components and other assorted necessities of spell casting, Tue
plies her trade not for
profit (which she considers a crass motivation) but for the
opportunity and means to experience and purchase new spells and
methods of casting magic. As such she is not swayed by coin in the
same way that most traders are and will routinely turn down offers of
gold, gems or artwork in lieu of more of what she herself sells,
provided that it is different from what he already has in stock.
Though she is a Diviner by training, Tue
is interested in any
kind of magic, from divine, arcane to pact magic and weirder things
besides. Items aren't valued by their absolute worth to her, but
rather how novel and interesting she finds them; a clever or conniving
party could certainly talk up the eldritch nature of their goods, but she is possessed of a fine discernment for value even without the
aid of her revelatory magic. In business dealing the goblin
does her best to affect a disinterested or otherwise apathetic
attitude to the wonders she is presented with, but this facade quickly
drops once something truly enticing crosses in front of her and while she will stop short of actual violence or threats, she will cajole or
otherwise badger the potential purchase even after they've told her off.
Tue
is a short, sandy-skinned goblin with golden eyes and sharp,
prominent teeth. She favors thick red & yellow robes, adding more
layers of them as the weather grows colder, topping it off with a
stiff, red peaked-cap. Yultij
is an imposing orge-like
creature who is nearly as wide as he is tall,
he has a leahtery hide
covered in stiff-bristled brown fur and a set of jaws large enough to
eat his mistress in one bite. Tue
has crafted a tented
howdah that rests on Yultij's
back, and she only gets
out of it when he absolutely has to. The pair frequent most of the
major settlements in Maaglurtet's
Range, even going so far
north as Hoaridga's
Perch.
Doric
Fortin
A
wandering trapper and merchant, Doric
Fortin can sometimes be rarely seen at Ambershore
Watch,
but he is most often found wandering about The
Rainwood
and visiting the friendlier settlements, Aedui,
Houndhall, The Iron Pine & Muz
to trade. They tolerate the woodsman due to his fair prices, honest
nature and the connections to the outside world that he provides.
Most of the old man’s stock are pelts of animals he's hunter or goods helpful
in wilderness survival. Doric
is always looking to increase his profits and knowledge of the
terrain, so he’ll trade in both goods and news. The old ranger is
always dressed in deer furs, and he’s unusually burly and hirsute
for a half-elf, an indication of his nature as a true-born Werebear.
Doric
partially
chose his profession due to his ‘curse’ and he has no love for
other lycanthropes. Any hint of others of his kind send him into a
furious state, and he will offer goods in return for help in tracking
them down.
Suxra
Goldspinner
A wanderer hailing from the Chasm of Glowing Webs and one of
several merchants plying the gloomy trade routes which link the
Mushroom Forest together. Suxra
was originally one of
dozens of giant spiders which had been been bred by the inhabitants
of the Chasm, while
smaller than most of his siblings he managed to stay alive long
enough that the members of the Sprakling
Recluse Tribe responsible
for training spiders noticed the gleam of intelligence in his eyes.
Intrigued, his handlers began to give him increasingly complex and
abstract tasks and watched with great amusement when the runt managed
every one, but they were stunned when Suxra
began to haltingly speak in their own language back to them. Unable
to recall such a thing happening before, the alarmed trainers brought
Suxra to
the Spinners for
questioning. The elders of the Chasm
found themselves in a conundrum with the spiderling, if they were to
acknowledge him as an equal to the Ettercaps,
they would be undercutting the labor their society functioned on,
whereas if they were to deny him and treat him merely as another
beast of burden, they would be denying themselves a potentially
useful tool. Unwilling to make such a choice, the council used their
connections with Alojos'
Quiet Caravan to send
Suxra there
as a foster. Initially dismayed by the creature living among them,
Suxra's naturally
amiable personality and flair in artistic pursuits (specifically
weaving) were enough to slowly win the Svirfneblin
tolerance and eventual
cold acceptance. After an abortive attempt to train him as a scout
ended with him attempting to befriend a Quaggoth,
he was apprenticed to a merchant. A natural friendly being, Suxra
thrived in his new
position, using his novel appearance as a means to strike up
conversation and closing deals with a shrewd eye for value and the
needs of his customers.
It only took the spiderling a few years to
build up a small fortune, which he used to strike out with a caravan
of his own. Gathering several of his closest friends from his
adoptive home, Suxra
began to ply a route
between the Chasm of
Glowing Webs, Iszra's Rest, N'kai's Embrace and
Alojos' Caravan.
Well known on the road for helping travelers and , he also
acts as the eyes, ears
and occasional agent of both the Chasm
and his original
Caravan. Suxra's
Caravan takes the form
of three large and covered sleds with nine members, including the
spider himself.
Travelling relatively
light on guards, the caravan relies on Suxra's
outgoing demeanor (and
abilities at bribery) and the Svirfneblin's
abilities of illusion
and enchantment to keep the group safe. The spiderling himself is
only of moderate size, perhaps the size of a large dog and is covered
in fine brown fur with streaks of yellow running through. Though
clothes are of course unnecessary, Suxra
enjoys the idea and
particulars of fashion a great deal, so he's made or has commissioned
a bevy of different outfits for himself. In personality he is
extremely outgoing, and he prefers to run, hide, bargain or bribe
than to fight. His inventory is fairly general in nature, though he
usually has some choice bits which he's managed to wrest from
Juhuyutir's clutches.
No comments:
Post a Comment