Town Hall – This large central building is used for meetings and other public functions.
Town Guard Training Area
Temple of Pharasma
The Wayward Inn
Blacksmith – Phedra Klauft (LN female half-orc) manufactures weapons and armour and oversees her two assistants (human). The half-orc was part of a lord’s retinue and remained here when her lord was slain. Continual sorties into the badlands keeps her busy crafting new armaments and repairing notched swords, broken links in chainmail, dented plate mail and the like. While Phedra prefers the smithy to herself, the demand is large enough to warrant help. Her assistants have earned her trust, and she harangues any customer who critiques their work. (The half-orc and her staff cannot enchant weapons and armour, though.)
Bee’s Knees Tavern – a local inn and tavern. Owned by Marsa Daigle, NG female human.
The Evil Beneath Inn
Gypsy Camp – Not far from the Town Center, a gathering of caravans belonging to Valyn wanderers is a fixture of Clovers Point’s multicultural tapestry. Children often flit between the carriages while music fills the air. Arriving in the village two years ago, the wanderers brought their distinct cultural flair for storytelling, their rich musical history and also their superstitions to Clovers Point. While the Valyn people generate divisive reactions due to mixed experiences with people of their ethnicity, the Valyn have weathered fair and foul times. Represented by Vivia Dilacratti (NG middle‐aged female human bard 5), the Valyn people have weathered storms of accusations their presence brings ill fortune to the mine and the village’s people, largely in part to the major’s refusing to lend credence to these accusations. Vivia is a kind and evenhanded woman who is fiercely protective of her people.
Warehouse – protected from the heat and humidity, hold harvested goods ready for trade and sale. With the village’s incredible bounty, the storage houses are normally full to bursting.
Fishery/Cannery – provides fish oil to The Lamplighter.
Grainary/Mill – Visitors often suspect Redshank Mill of having a sinister past, because of its past. In truth, however, the building is named for the redshanks nesting among its eves. The birds hunt the Ost’s muddy banks for worms and molluscs and bring welcome colour to the drab surrounds. Riku Markku (N male middle-aged human) has been Clovers Point’s miller for almost 20 years. He inherited the mill from his father and now works it with his family: Aila (his wife; NG female middle-aged human) and their sons (Elmo and Panu) and two daughters (Irja and Satu). A taciturn man, he is obsessed with treasure hunting and is widely thought of as odd. As a boy he found a trove of old coins in the river mud and he dreams of finding yet more treasure. Unbeknownst to all but his wife, he still has the coins—worn golden coins of ancient, unknown artifice. Sometimes he sits alone fondling them in the dead of night and dreaming dark dreams of what might be.
Town Guard Barracks
Kraegor’s Keep – This ancient ruin was the home of Aldrich and Gaela Hellbrooke. It has been refitted, but still looks ancient.
Farm 1 – An unspoken agreement grants Ralson Indra (N old male halfling) and his farm extra protection during the occasional monstrous incursion. The halfling, who is approaching seventy, spends more time overseeing field hands than working the fields himself, a situation which makes him unhappy. More importantly to everyone at Clovers Point, Ralson has not relinquished his brewing process to anyone. Ralson’s Ale has increased in popularity over the forty years since the halfling began producing it, and he has become wealthy because of its success. Part of the ale’s appeal is that few merchants make the trek here to sell their wares. However, increasing numbers of folk from the neighbouring kingdoms trek to the keep for samples or pay large sums of money for a cask. The crops grown in these two fields often become the first casualties of raiding monsters, who usually set fire to the fields. Khevellin Monard (N male half-elf druid 5), an adventurer who was the only survivor from his party, decided to remain here and protect and enrich the plants. Corn and beans provide sustenance for the keep’s garrison, while oats feed the horses. Khevellin ensures the rotation of crops, should they survive a growing season, to keep the land fertile. The fields are a destination for doe-eyed, adolescent farmhands who believe this is their chance to achieve a secret destiny.
Business 2 – The Lamplighter (Business and residence of Brielle Seyrliant, LN female halfling). Brielle used to prepare sacred and scented oils, as well as ornamental lamps, to send home with travellers. Now her shop churns out lamps to light the village each night and fish oil to keep them blazing. Brielle is one of the original villagers who returned to Clovers Point after the events of that fateful night. She took it upon herself to set up lamps throughout Clovers Point, letting villagers work and travel through the village at night. Now she spends most of her time training others to maintain the lamps and ensure there is sufficient oil, which they harvest from the fishery’s nightly catch of fish. The smell of fish mingled with herbs and other, fresher scents emanates from this home and shop.
Business 4 – Zich’s General Goods (Business and residence of Eron Zich, N male human). He sells anything the villagers might need, from food and tools to even a few weapons. Zich also purchases items and even acts as pawnbroker at times. As a result, the store’s many shelves feature a
wild collection of objects (most with questionable value). Zich knows his trade and is able to normally recognise valuable items. However, some things slip through his fingers and can be found collecting dust in his shop. Zich is quite the grumpy fellow. He feels his age and looks forward to retiring. He plans to leave his business to his daughter Alhanna (NG female human), who has proven herself to be at least as shrewd a trader as her father. Among the things one would normally find in a village shop, Zich has several interesting items for sale. Most are “hidden” among the shop’s normal stock. A PC browsing the shop finds one of the items below. Roll once on the list below and make an additional roll for every 30 minutes the PC spends browsing. Each item can be found only once. Items to be developed and added.
Business 8 – General Store
Business 9 – Beekeeper (Business & Residence of Casia Lornton, NG female human) here, Casia tends her bees and harvests their honey. Casia produces a wide range of honey based products including alchemical honey. Her products are available at the General Store.
The two buildings that sit alongside the beekeeping fields are kept by Casia Lornton (NG female human expert 2), the current beekeeper of Apia. Casia studied under Loiker Daigle (Area 6), before he retired, and M’yxtix the ettercap. She uses one of the buildings as her home, and the other for the processing of honey. In the early morning, Casia can always be found hard at work, gathering honeycomb, collecting and bottling honey and replacing any damaged panels or portions of the apiaries. Characters with questions about beekeeping are directed to Casia, who answers questions patiently and pleasantly. She is also happy to show interested parties the apiaries (provided they don’t seem untrustworthy and are genuinely interested). Casia is a dark‐haired, bright‐eyed woman who looks to be in her early 30s. She always wears light‐coloured, long, snug clothing, and nearly always wears beekeeper’s hat and carries a smoker – a modified lantern that generates smoke to soothe bees. Casia moves and speaks slowly and with great deliberation, even when dealing with people. Occasionally, she talks to her bees as a parent talks to their children. Loiker (Area 6) can still be found here, helping out a few times a week. While he’s here, he often sneaks off a quantity of honey for himself to aid in perfecting the method of creating a Mellified Man (see “Mellified Man” for more information).
Business 11 – Haegar’s Stables (Business and residence of Haegar Burke, LN male human fighter 1). Haegar looks every bit the stablemaster. Nearly seven foot tall, with bulging muscles and wide shoulders, he easily overpowers his horses.
Business 12 – Degroff Lumber (Business and residence of Pirro Degroff LE male human fighter 3). A busy carpenter’s workshop and lumber yard.
comprises a busy lumber yard, carpenter’s workshop, saw pit and stables, surrounded by a wooden fence. Its owner is the thuggish Pirro Degroff (LE male human fighter 3), former carpenter on the Black Wyvern and sole survivor of Captain Spindrift’s ill-fated attempt to destroy Bitterroot. After his captain’s death, Degroff persuaded the other villagers they had to make peace with Bitterroot by promising the evil tree blood sacrifices in exchange for access to the forest. The sawyer has done extremely well for himself ever since—timber from Black Wyvern is in high demand in Deksport, and Degroff’s sturdy sea chests are extremely popular amongst the town’s pirates. Pirro’s wealth has turned him into a fat, unpleasant bully who treats the men who fell trees for him and his fellow village councillors with a mixture of flattery and contempt. His long-suffering wife, Ida, is planning to leave him and is waiting for the right moment to make her escape to the coastal village of Sea Bitch. Degroff Lumber uses a saw pit to turn tree trunks into planks for shipbuilding. An ogre named Grunch (NE male ogre) does most of the sawing using a magical saw, plundered by the Black Wyvern on one of its pirating expeditions. This adamantine saw can slice through a thick tree trunk in 10 minutes, making it easy for Grunch to produce wagon loads of timber to be transported south to Deksport.
Thread & Ball – Here the fugitive tailor Dricolen Thornhill (LN male halfling) mends travellers’ clothes while dreaming of again tailoring fine clothes for persons of note. A sign depicting a needle and thread hangs above this small building’s front door. The owner, Dricolen Thornhill (LN male halfling), is a fine craftsman, but normally ends up repairing traveller’s clothes (much to his chagrin). He remembers fondly the days of crafting fine clothing in nearby CSIO and bemoans his fate—forced to flee here when his brother got into too much debt and the moneylender decided his family should honour his obligation.
The Leatherworks/Tannery – Exited to the village outskirts due to the strong odor of his work, leathermaker Jodri Adivis (NG male human) transforms hides into leather for various uses. In his spare time, he crafts hide and leather armor. The hides of those animals used for food instead of being turned into trophies often end up at this tannery on the outskirts of the village. Jodri sells most of the leather he produces, but works some into suits of armor he sells to villagers and visitors alike. A good man and hard worker, the fourth generation tanner is self-conscious of the smell his work generates and how it upsets his neighbors; unfortunately, it is an unavoidable byproduct of his work.
Kraken’s Arms – Burr Kander (LN male human weaponsmith) and a trio of harried apprentices work the forges of this armsmith.
The shingle over the door to this place depicts the creature of legend with a different sort of weapon in each tentacle. Inside, Burr Kander (LN male human expert 5) and a trio of harried apprentices work the forges. Kander is one of the finest smiths in the land, specializing in the creation of weapons crafted from exotic materials. The master smith is gruff and curt, always offering a fair yet expensive price – though he has been known to discount his work for unusual requests or those using metals he has never encountered, as he relishes the chance to unlock the secrets of a new ore. Kander dislikes Pyvanel Aldarrae (location 6) but respects her smithing skills and business acumen. Unknown to anyone, even his apprentices, Kander suffers from a terminal disease, having spent too much time over the years around weird metals with strange properties. It has begun to impact his work, and he is considering hiring adventurers to surreptitiously seek out a cure for his malady. He fears if he becomes too ill to work, one of his apprentices will seize control of his business.