High Hadleigh
Small city; baronial seat; administrative and military hub
- Master Blacksmith & Garrison Forge
Harrik Feldrun, a taciturn veteran smith, oversees arms and armor for the baronial troops. Adventurers may commission repairs or sturdy weapons, but priority favors the garrison. - Apothecary & Herbal Hall
Sister Maelwyn of Beory maintains a broad stock of dried herbs, salves, and healing draughts. She purchases rare Grimwold plants and quietly studies odd reagents brought in from the wilds. - Licensed Alchemist
Odrin Vex, tightly regulated by city charter, produces alchemical fire, acids, and battlefield oils in small batches. Prices rise sharply during unrest or military musters. - Arcane Components & Scroll Broker
The Grey Cabinet trades in spell components up to 3rd level and acts as an intermediary for scrolls and minor magical services. Nothing overtly flashy—everything documented. - Temples & Shrines
Beory holds regional authority; St. Cuthbert enforces law and oaths; Pelor maintains a modest healing chapel. Divine aid is available, but never without expectation. - Shadow Influence
No formal thieves’ guild operates openly, though informants and fences exist. Discretion is currency here—and the watch notices patterns.
River town; trade crossing; old and new Flan traditions
- River Forge & Boatwright
Kerrin Ashwake specializes in iron fittings, anchors, and hull repairs. Weapons are serviceable but plain; river durability matters more than elegance. - Herbalist & Smokehouse Healer
Old Branna Thrice-Tied blends river reeds, fish oils, and hill herbs into pungent but effective remedies. Locals swear by her cures—outsiders are charged more. - Arcane Components (Limited)
A rotating stock of common spell reagents arrives by barge when trade is good. Unreliable, but sometimes surprisingly affordable. - Shrines & River Rites
Pelor’s chapel stands near the ford, while older river stones are still honored quietly at dusk. Offending either tradition is remembered. - Smugglers & Fences
River folk know how to move goods unseen. No guild name, just favors owed and quiet agreements.
Mining town; hills and streams; hard labor culture
- Mining Forge & Smelter
Berrik Stonehand works copper, iron, and low-grade platinum ores. Armor repairs and tool reforging are common; weapons are blunt but dependable. - Gem Polisher & Ore Grader
Lessa of the Clear Eye improves raw stones and assesses mining claims. She knows when a “lucky find” is more than it seems. - Shrines of Beory & Moradin
Earth and craft are honored together here. Blessings are practical—strength, endurance, and safe return from the pits.
Frontier mining town; cold stone; border tension
- Cold-Hardened Smiths
A dwarf-influenced forge collective produces tough tools and armor repairs suited for frost and stone. Decorative work is minimal; function reigns. - Mineral Alchemist
Tharn Icevein experiments with salts, fluxes, and frost-reactive compounds. Useful reagents emerge… sometimes explosively. - Tinker (Rumored)
Whispers speak of a reclusive dwarf crafting clockwork traps and odd mechanisms. No signboard—only introductions earn meetings.
Marsh settlement; stilt homes; reed and mud
- Marsh Herbalist & Leechcrafter
Fen-Mother Ysra treats venom, rot, and swamp sickness with unsettling skill. Her cures work—but often smell worse than the illness. - Local Guides & Flat-Bottom Boats
Bogmere folk know which channels are safe and which are watched. Lizardfolk territory is avoided by instinct, not maps. - Unspoken Rites
Offerings to Beory and unnamed marsh spirits are common. Outsiders are advised not to ask too many questions.