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A Fantasy Town Setting

Copyright © 2001 by Bob Hall.

Return to the hidden way

Locations of Interest

The town contains a typical variety of mercantile and cultural buildings, including five inns, a scriveners, nine pubs, three temples, barracks for the guards, fortifications, four trading stores, a haberdasher, money changer and lender, three Warehouses, a jeweler, candle maker, fletcher, taxidermist, infirmary, orphanage, apothecary, two smithies, three bakeries, a sculptor, five guild halls, a market square, several manors, and many other shops, homes, and roving peddlers. What follows are brief descriptions of some of the more interesting sites in Adelfarn.

Much appreciation goes to all the individuals, too numerous to list here, who suggested such good ideas for many of these establishments.

My first journey with the lost town was beyond all of the marvels to which I had heretofore been witness. It was as if for a moment I dwelled in the lands of the gods and all of the heavenly servents danced about me in their radiant splendor. The world did shift and blur about me in a twisting crescendo of startling colors. Then as suddenly as it had commenced the wonderous veil was lifted. Where before it had been dusk, now the sun stood high above. The lands about the town were transformed from the starkest of deserts to a splendid mountainous scene of surpassing beauty. I could scarce believe my eyes, yet the towns people continued about their business as if this was but an everyday event.
-Bard Henry Shilton, Tale of the Long Journey Home

  1. Adel Springs
  2. At the small plaza at the north end of town stands this natural spring, an ever flowing magical source of unusually pure water. When taken from its source, the water is known to have beneficent effects, and has always kept the residents unusually healthy and long-lived. Adel Springs is now surrounded by a low, circular stone wall of white marble, built in the last century by the town artisans. The runoff from this spring, known as Adel Stream, runs along a deep culvert until it passes through a stone-lined tunnel beneath the town walls and slowly vanishes beneath the earth in the surrounding countryside. The tunnel is protected by bars, projections, and murder holes.

    The spring provides a temporary immunity to very common diseases lasting for a day. If stored in a stoppered container, the water retains this property for 2-3 days.

  3. Adelfarn Livery
  4. The merchants of Adelfarn depend on horses for practicing trade with the locals and so these large stables are maintained as a cooperative. The stable consists of several wings of horse stalls and an indoor arena for exercising the horses. There are also several hay lofts and small rooms for the stable hands. The horses are daily led into the fields about the town for exercise and grazing, although they are primarily fed oats and straw purchased from nearby villages. As the town is well travelled and fairly well off, the livery contains some of the finest examples of horse stock available anywhere. Indeed the horses are selectively bred and the best offspring are sometimes presented as gifts to rulers as gestures of good will.

  5. Angela's Bordello
  6. This cosy bordello is nestled in a side street at the east end of town, and can be identified by the wooden sign of a phallic symbol hanging out front. The clientelle is exclusively long term town residents unless specifically invited. Any other uninvited visitors are quickly and efficiently shown the door by a muscular half-orc bouncer known only as Broll. The brothel is run efficiently by the madame, Angela Sineros, who is well versed in the exotic arts and is believed to have some very unusual abilities. Angela prefers to dress herself as a man, and will often pass herself off as such without a closer inspection.

    The interior of the brothel is tastefully decorated in red velvet with white trim. The building contains many fine works of art collected over the years during the travels of Adelfarn All of the women who work at the bordello are clean, disease free, and very appealing. They are very knowledgeable in the art of seduction and know many unusual techniques from different parts of the world. The brothel also boasts an extensive library of erotic literature, many volumes now extremely rare elsewhere.

  7. Aradul Art Academy
  8. Over the years the town has become home to many disaffected artists who sought refuge against cruel tyranny. These artists founded a school where they could practice their trade and supply the world with magnificient vistas of far away places. In many places, these skilled artists sell their paintings and tapestries for a handsome profit.

    At the northwest corner of this building a low arch leans out into the street. Local lore holds that this arch is a doorway to the sylvan of the brownie spirits that visit the local homes and perform good deeds when nobody is watching. There is probably little truth to the matter however, but superstition causes locals to leave small gifts under the arch in the home that fairy spirits will bring them luck. These are usually gone by morning, no doubt becoming the possessions of vagrants.

  9. Baelkar's Books
  10. This small and difficult to find store is home to Trevin Baelkar, a pacifist elf who serves as the town book trader. The shelves of his cramped little business display only a small portion of the stock that Trevin has available, as many of his better works are maintained in well-hidden underground chambers for protection against fire and pests. He will pay well for interesting or unique works, and it is rare for him to decline respectable works that are nicely bound and decorated. The elf is a noted author in his own right, having penned several works of poetry and a comprehensive manual on preserving books. He is also a patron of the arts, having funded several festivals and sponsored various skillful performers. Since Trevin is trained in the magical arts of transmutation, he employs his arcane talents for the preservation and duplication of the many fine literary works he has acquired over the years.

  11. Barque Pub
  12. This ale house was built from the salvaged timbers of a two-masted ship, known as the "Barque", that was stranded upon the land of Adelsfarn when a Tsunami struck the nearby coast. Captain Danley Grummer, having seen his small merchant fleet wrecked by the great wave, decided to settle in town with his surviving crew mates. Thanks to a generous investment by Mirabella Thistleford, the Barque is now a thriving business along the main road to the market square. The front of the pub has a distinctive ships' bow that juts out over the street, prominently displaying the old figurehead.

    In addition to ale, rum, and mead, the Barque serves complementary dried biscuits. Knowing from years at sea that salt only increases the thirst, Danley covers the biscuits with a combination of sea salt and honey, providing a much needed flavor improvement in the process. Many of the ship's old fittings have been used to provide the Pub with a nautical theme, and the cosy booths are illuminated by hurricane lanterns. A common room upstairs is strung with rolled-up hammocks for low cost overnight stays.

    Recently the pub has added a dancing skeleton in a raised iron cage. The skeleton will begin dancing whenever a song is sung by the crowd. This has caused a good deal of interest among the town folk, and the place has begun to attract customers from the Silver Hunter. In actuality the skeleton is a gnomish marionette that is controlled from above by a woman hired for this job.

  13. Bell Tower
  14. This old manor house, containing a wizard's laboratory and a belfry, along with all of the ground within a 60' radius, are permanently frozen in time - a result of a fundamental violation of magical causality that created an explosion of pure lawfulness. Fortunately, only the magician Halifax and two innocent passers-by were caught in the event, and they yet stand where they were located more than five centuries ago. Curiously, all of the materials in and about the building appear to be growing increasingly ordered as time goes by: the stones in the ground are changing into pure crystals; paint on the walls now appears pure white and freshly applied; all the wood has grown richer and finer grained; and there is no trace of dust on or about the structure. Despite Talos' best efforts, no magic has yet been found to reverse this condition, and the tower stands as a frozen testament to the dangers of experimenting with powerful magic.

  15. Bitter Rose
  16. This is a typical Inn located only two blocks from the south gate. It is property of the Keirfel Trading House, and is often used to host large parties of guests of the Keirfel family. The manager of the establishment is an elderly dwarven woman named Delgrine. She has a griff outer demeanor but a kindly, excessively meticulous personality.

    Downstairs is a cosy little bar, with guest rooms located on the second floor. The rooms are impressive, better than most within the town. Each has a recessed stone fireplace, a four-poster bed, curtained bay window, a copper bath, stained oak chest of drawers, and a fine upright cabinet. Somebody has gone to a lot of effort to decorate the walls with assorted paintings, tapestries, collectables, and souvenirs from distant lands.

  17. Bruelow Bakery
  18. This large bakery is run by the old man Jonas Bruelow, with the assistance of the shy Hugrall. Many of the loaves of bread consumed by the town folk are baked during the early hours of the morning in the ovens of this building. Grain for the bread is stored in two silos in the back of the building. The silos are magically warded against pests.

  19. Burns
  20. Heavily damaged by a dragon attack some four years ago, this block of buildings in the southeast portion of the town was burnt out by fire and has since been abandoned. The site is now home to several groups of squatters, who have built a number make-shift dwellings in the ruins. With space tight in the town, however, it is only a matter of time before the ruins are torn down and new buildings constructed in their place. For the moment, this is probably the least safe locale in the town.

  21. Cailwyrth Temple
  22. At one time this old stone temple was dedicated to La'ahl, a benevolent Goddess of Comradery, Marriage, and Healing. The temple brotherhood was attracted to this town by the presence of the enchanted Adel Stream, which was declared a holy site of their god. The locals soon came to rely on this church to remedy their ills and the priests often served valiantly in the defense of the town, despite their pacifist philosophy.

    All this came to an abrupt end about a half century ago when the town gave refuge to a band of renegade priests who were fleeing persecution in their homeland. Unbeknownst to the tolerant town folk, however, these were actually worshippers of She Who Has No Name, a vile Goddess of Lies, Discord, Trickery, and Betrayal. The renegades brought with them the Antequaria of Ragh, an infernal artifact of deception that was created by their goddess.

    The powers of the artifact allowed the renegade priests to gradually infiltrate and take over the temple, slaying all members of the brotherhood in the process. Thereafter they practiced their insipid craft upon the town leaders and almost succeeded in bringing Adelfarn to ruin. Only the timely intervention of Talos and several powerful allies defeated their schemes, and the evil followers of the goddess were driven deep into the underwarrens of Adelfarn. It is rumored that these priests still dwell among the passages deep below the town, sowing their discord and plotting a return to power.

    As Talos was unable to destroy the artifact due to its cloaking powers, the church and its grounds had to be abandoned. Instead he placed permanent wards all around the temple to prevent a return of the evil priests. Since that time the artifact has slowly taken on a life of its own, perverting the fabric of reality around the church to such a degree that no two people see the same building or church grounds. Those who manage to circumvent the wards around the cursed temple are risking their sanity and their lives.

    Beneath the temple lies the Undercroft, a great vaulted chamber built many centuries ago. The chamber is an acoustic wonder, causing even the slightest whisper to return unchanged to the speaker after but a moment. Those singing at the focus of the chamber are treated to a wondrous chorus of accompanying, harmonious voices. It is said that any prayer made at the heart of the Undercroft will be carried straight to the ears of any deity. The ceiling of this chamber is decorated by magnificent religious frescoes painted many years in the past. Sadly this chamber lies abandoned and is now coated in a thick layer of dirt and debris.

    As there is a known passage in the cellar leading down into the underwarrens, the cursed temple has become a tempting gateway for those who seek to explore the passages beneath the town. Most who attempt such an adventure never return, although a few have succeeded in coming back with considerable riches.

  23. Cardon's Curio Shoppe
  24. Over the centuries the town has teleported to a lot of unusual locations and the town merchants have acquired many oddities. Many of these unusual items end up at Cardon's Curio Shoppe. This two story building is stuffed to the rafters with knick-knacks and collectibles. These are favored by wealthy merchants who come to visit. The owner, Cardon Blanche, is a gnome with an eccentric personality and a constant sneeze that is exacerbated by the dust in his collection.

  25. Castle of Nephomancy
  26. All but unknown to the town folk, this flying cloud structure is magically tethered to the Ghaelwyth Tower and hangs high in the sky like an immense kite at the end of a string. The nature of the castle is such that it only appears in this realm when the skies are particularly cloudy. At other times it is wandering through the elemental dimensions under the command of its wizardly masters. Hence the castle, which is constructed almost entirely of clouds, blends invisibly into the vercast skies above Adelfarn.

    The castle is composed of several loose structures that float about each other, separating and joining each other at various openings. Thus at any given time the castle can be found in one of a multitude of different arrangements. This makes the castle especially difficult to navigate, except by the elemental servants who support the wizard clique and are aware of the current layout of the castle at any time. Likewise the small wizard clique seem to be quite aware to how to get from place to place within the castle.

    The walls of the castle are formed of cloud-like material that is soft but surprisingly resilient. It will absorb any physical blow by cushioning the impact through several meters of increasingly thicker vapors. Any damage to the walls is slowly healed as the walls grow back together by drawing from the surrounding vapors.

    Those who move about the castle do so by flying or by walking along the cushioning surfaces. In addition there seems to be little concept of up or down within the castle, as the walls can be oriented in any direction desired and will create a local gravitational pull that overrides the pull of the earth. This can be a bit disorienting when a visitor peers out one of the many small openings to catch an occasional glimse of the ground below.

    Within the castle are a number of elemental beings that serve as quardians or servants to the wizard clique. These are all loyal followers and will readily defend the structure against attack. The wizard clique who resides here are also nothing to be trifled with, as they are masters of the nephomantic arts and can create all manner of cloud-like effects. They dwell here as part of an agreement with Talos and will only interfere in the events below if the town defenses are broken.

  27. Catacombs of Gwyneth
  28. This immense network of tunnels, chambers, traps, and caverns has been constructed by Gwyneth Xinzytl beneath the Tower of Ghaelwyth. The main entrance is formed by a great, stone portal at the base of the promontory beneath the tower. The doors are carved in the likeness of a laughning fool. The doors are impervious to common tools and so must be opened by other means. There are other passages that lead into the catacombs from the caverns and underwarrens beneath the town.

    Gwyneth is haunted by the voices in her mind who tell her what to construct and when. As a result there is no apparent design to the Catacombs, and many of the areas have been closed off and forgotten by Gwyneth. The occupied areas are home to Gwyneth's managerie of creatures and collection of works. The passages and rooms have been built by the intelligent races who get trapped in the caverns beneath the city. In exchange for their labors, Gwyneth helps them return to their homes.

    An odd group of enslaved beings apparently do Gwyneth's bidding in her Catacombs as they are occasionally seen performing various menial tasks, such as changing walls or clearing away garbage. These beings seem to have some control over the catacombs, as they are never attacked while performing their tasks.

  29. Chalerod's Haulage
  30. This busy company provides many of the carts, wagons, and assorted handlers that are used to haul goods to and from the town. The guild handles all aspects of the shipping business, hiring the best wheelwrights and wagoners in the town. Due to Adelfarn's food requirements, Chalerod's receives considerable business whenever the town puts down in a region where trade is practical.

    The family owner, Krusa Chalerod, makes a handsome profit with each load and enjoys his wealth to the fullest. He runs a tight business, however, and his workers often complain about the poor pay. Krusa is an unsympathetic individual and sees little need to serve a common cause or to provide charity to those in need. As a result he has few friends in the town and has never been allowed to serve on the council, despite strong political ambitions. Instead Krusa has resorted to bribes and selective investments to gain his will.

  31. Church of Eternal Victory
  32. This solid stone building is shaped roughly as a triple-winged dome, with rounded end caps and buttressed walls. It is home to nine warrior priests, three acolytes, and six dedicated guards. The church is especially popular with the town guard, along with many members of the local militia. It is always crowded immediately before and following a siege or battle. Housed within a golden case at the top of the great hall is the original copy of the Lexicon of Warfare, perhaps the greatest manual on soldiering in the known world. The knowledge from this master work has served the town guard well over the centuries.

  33. Cobbler's Corner Shop
  34. The cobbler shop of Johan Francis is a simple establishment with a large open workshop, an office in the back, and a customer waiting area in the corner by the entrance. Visitors are greeted by a pleasant elven woman named Arica Shillyn, who invites them in and sees to their needs. She serves tea and a pastry to each customer, then delicately bathes and measures their feet by casting them in clay. When hardened, these molds are stored down in the large cellar for future use. His collection goes back many generations and includes the molds of many notable visitors. Johan will sometimes even pay for molds of famous individuals to add to his collection.

    In the dimly lit interior work areas the human cobbler Johan can be seen busily plying his trade at all hours of the day. A hulking great figure can occasionally be seen assisting Johan, but the nature of this creature is concealed under a hooded cape. In the back office an occasional deep howl of anguish can be heard, but none of the workers ever bother to look up at this obvious sound of torment.

    The unfortunate Johan has been working steadily at this trade for over a hundred and fifty years. He is eternally cursed to work on shoes from dawn until dusk, and as long as he does so he will never age a day. This condition is the result of a single wish spell that Johan once was granted, but whose interpretation was diabolically twisted around. The hulking figure is actually the reincarnated Ogre form of his long lost wife, Priscella, and the two work together in a silent partnership. In the back office lies a much tormented Troll who occasionally tears off more of his own flesh to provide the leather for Johan. How and why the troll came to this condition will never be revealed by the cobbler or his aides. The true story is known to Talos, however, and the mage has blessed this state of affairs as an appropriate penance for the Troll.

    The cobbler has become a grand master of his trade, and due to the nature of his particular curse he can craft the most wonderful pair of shoes. Johan is able to make comfortable footwear out of virtually any workable material. His most famous shoes, however, are the troll-skin boots. These will never cause blisters and can be worn for days on end without discomfort or wear. Unfortunately Johan's shoes will always fall apart after a year and a day, so a new pair must then be purchased. His shoes are of such good quality, however, that Johan's work is always in steady demand within the town.

  35. Colmsford Bridge
  36. This unique stone bridge was built some four hundred years ago across the Adel Stream and still stands despite numerous attacks. In addition to being a very sturdy bridge with room for two carriages to cross abreast, each side of the bridge has a row of quant little shops that cater to those who cross each day. These include a butcher, a cane maker, a pastry shop, and a lens grinder. Due to the limited space, most of the shop keepers choose to dwell elsewhere in the town, and there is a guard post at the foot of the bridge that is used to protect the stores at night. The upper floor of the shops is reserved for stock.

  37. Copper Mine
  38. An old, low yield copper mine that was abandoned centuries ago due to flooding caused by Adelfarn's constantly shifting location. This deep shaft has been occupied from time to time by various underground denizens, particularly when one of the shafts links up with a local cave complex. The mine entrance is sealed by a wall of logs and a pile of boulders to prevent accidents or unwanted intrusions. It is located nearly a mile away, to the northeast of town.

  39. Crypt of Heroes
  40. This mausoleum on the outskirts of town houses the Forty Nine, a league of legendary heroes from the past that served Adelfarn with particular distinction. The remains of the celebrated heroes rest in elaborate marble sarcophagi that lie on multiple levels about the interior of the cylindrical structure. It is said that the heroes will rise once again to serve the town during the final confrontation with evil.

  41. Dancing Dweomer
  42. Located across the street from the local wizard's guild is this modest hole-in-the-wall pub. The main room is crammed tight with old wooden tables carved with names and graffito from long ago. It is the frequent hangout of young journeymen magi and apprentice adepts when they are off duty. Every night, there is a magic contest among the magically inclined patrons, where the winners are selected by crowd applause. Of course the patrons risk having magic go awry during these events, but few seem to mind since they have grown accustomed to having so many wizardly practitioners in the town.

    The pub has often been the site of many a magical jest, and for a good laugh newcomers are invited for a drink at this establishment. Strangely, here everybody does seem to know you name, even though you've never been here before. A common gag is serving an invisible beverage, or conjuring an illusionary mug of ale. Likewise that incredibly beautiful serving wench you bring home is unlikely to be anywhere near that attractive in the morning, when her illusionary charms wear off.

  43. Dells
  44. A copse of shrivelled Oak trees to the west of town, the Dells are the surviving portion of a much larger forest that happened to lie within the teleportation radius of Adelfarn. Due to the constantly varying climate to which the land is subject, the ancient trees have become stunted and thick with undergrowth. A dense ring of thorn bushes line the outside of the Dells, making penetration both difficult and hazardous.

  45. Fletcher's Guild
  46. At the rounded corner of this building is the town's fletcher, where most of the bolts are produced for the town guards. Due to the shortage of good wood in the vicinity, these crossbow bolts are made from the bones of domesticated animals. First, the long bones are carefully cleaned and dried, then cut into long strips using a foot-pedal driven sawing bench. To produce the shaft, three of the strips are attached in a triangular shape, using a glue extracted from animal parts. The bolt is smoothed and polished to a decent finish, then filled with molten lead. Pigeon feathers are used for the fins, and the shaft is fitted with a bronze tip. While the bolts produced in this manner are more expensive than normal, they do have improved range and greater stability in a variety of weather conditions. The bone bolts will withstand humidity and widely varying temperatures without warping.

    [Samba Purha] Sonrad Regis
  47. Fortune Tower
  48. This askew wooden building is shaped somewhat like an improperly built windmill, without the blades. It has often been the home of some of the town's most eccentric individuals, and is the subject of many an interesting tale in the local pubs. The current owner is a blind sculptor known as Sonrad Regis. He works primarily with quarried granite, using steel tools and the assistance of his able gnomish assistant, Fostrenblushax. Many of Sonrad's better works grace the homes of Adelfarn's leading families, and he has been commissioned by Priestess Myranna to build a large statue of Eilorria for her temple. The later has been in progress for over seven years now, and is rumored to be his masterwork.

  49. Gadrwyn Waeth
  50. A guild of magery funded entirely by taxes on the town's flourishing trade industry. The guild includes training and meeting halls; a comfortable wizard's den; waiting hall; quarters for guests, familiars, and apprentices; a walled garden of contemplation; a small curio museum; staff offices; a respectable library of magic; storage areas for tools and materials; meditation rooms; special cells for holding dangerous beasts; and a warded cellar for testing new magic and apprentices. In addition, there is a large, squat tower with several laboratories, magical gates, summoning and divining chambers, and an astrological observatory. (The last is often used to determine the world and approximate location of the town following a teleport.) For protection against foreign assassins and fanatics, the public guild entrance is located at the end of a narrow street, with two guardian statues, studded iron-oak doors, and subtle magical wards.

    The guild is run by Teguin Salizar, a venerable master of the magical arts. There is also a regular staff consisting of seven experienced magi, two alchemists, a records keeper to run the library and maintain a guild history, and various magical servants and guardians. Apprentices are taught sufficient magic to aid in the defense of the town, with a strong emphasis on evocation, sympathetic magic, and divination. Graduates are expected to seek out a master in the outside world to complete and enhance their training, before returning to the town for a term of service.

    Upon occasion the guild will host an auction to sell selected magic items which it has obtained. These auctions usually occur when market conditions permit, which is often a short time after first contact with the locals at a new location. The auctioneer is hired from the Trader's Hall, and is usually a veteran of such events. The auction is announced for a full week prior to the event by a town crier, who also carries a specially prepared glowing sign board with a list of the items for sale. All items sold at auction have a letter of authenticity signed by the guild member who analyzed the magical properties. If the analysis proves erroneous, the guild will subsidize any efforts needed to correct the mistake.

    At heart of the guild is the great Alton Hall, where the library and research records of the Waeth are kept. This bell-shaped chamber rises the full height of the building and is capped by an ornate stone dome. Hanging from the center of this dome by some invisible means is a large silvery sphere from which cascades a constant shower of tinkling drops of light. These musical lights serve to illuminate every recess of the great hall, and their pleasing melody masks out all but the loudest disturbances. The illuminating drops gently fall and disperse until they wink out just short of the ground.

    At the center of the circular hall is the reading area, a lowered floor where the magi can relax on luxurious accommodations while reading manuscripts. From the outer concourse a wide, spiralling ramp gradually rises along the outer wall toward the ceiling in a series of wide steps. At the back of these steps are the multitudes of bookcases where the documents, manuscripts, tomes, and scrolls of the library are kept. Most of these works have been obtained over the course of many centuries, and many are only maintained in a useable state through the use of magic. A few works have been researched and written by members of the guild itself, and these have received a place of honor in a set of stone shelves along the bottom floor. These works were copied down in the scripting chamber, which lies just outside the hall.

    The head librarian, Thelda Rost, along with her male assistant and the aid of some eerie but dedicated extra-planar servants runs the hall. The true form of these enchanted beings is difficult to discern, as they appear as a continual blur and fly quietly about the library with great rapidity. Whatever their nature, however, their aid is invaluable as between them they seem to know the whereabouts and contents of virtually every work in the library. One need merely summon a servant with the calling bell and they will almost instantly perform your bidding.

  51. Garden of Ishaidu
  52. Based on a remarkable discovery from the far western lands, this large, ornate building is constructed almost entirely from magically hardened glass. Inside, ever glowing lamps provide steady illumination for hundreds of rows of vegetables and herbs. The constant temperature, fertilized soil, and run-off from Adel Springs provides a healthy climate for growing many varieties of plants. The growth from this greenhouse is prodigious, providing many times the normal output from a farm of the same size. The garden has been tended for many generations by the Ishaidu clan, a tightly-knit family of farmers. However, several other town folk also help to run the garden, including the expert herbalist Ling Po. A building next to the Garden is now the meeting hall of the Guild of Glassgardens, an organization that now controls all of the greenhouse construction and farming within Adelfarn.

  53. Gate of Returning
  54. This large column occupies a square in the east side of the town. It is said that when a town person desires to return to his true home, he may circle the column three times and he will be granted his wish. None know the truth of the matter because the column has a way of masking the teleportation from any viewers. The person appears to step behind the column and disappears from sight.

  55. Golden Minotaur Inn
  56. Standing some three stories in height, this roomy Inn stands at the northwest corner of the market square and is frequented by many visitors to the town. Over the centuries the building has been used for a variety of purposes, and it's archituecture reflects the alterations that have been made during that time. The front half of the Inn is a half-timber construction with an arched brick entrance and a narrow balcony that hangs over the surrounding street. The back half of the building is built from stone masonry that blends readily into the surrounding alley. Most of the windows in the Inn are made from leaded glass, protected by a spiraling iron grille on the outside. The roof curves up to a sharp peak, with an elaborate ornamental ridge. A spire in the center of the roof was an addition made long ago for some forgotten purpose, and now serves as a retreat for selected guests.

    The main opening to the Inn is a paneled oak door that is reinforced on both side by ornate bronze bands. In the center of the door is a grilled viewing hatch that at one time could be swung open from the inside, but this has long since been sealed shut. To either side of the door are bronze minotaur heads with glass eyes that shine faintly from the candle lit within. Visitors can readily view the main pub room through the outer windows, although it is usually dimly lit and filled with smoke. Above the door hangs a large wood sign with the bust of a Minotaur that has a gold-colored pelt.

    Most of the bottom floor of the Inn is devoted to the pub room, a wide, cosy area with a large stone fire pit along one wall and several sturdy, reinforced wood tables firmly attached to the ground. The pub attire is fairly spartan, as the owner prefers not to leave items lying about that could serve as a weapon in a brawl. Surprisingly the Inn has no bouncers, and the only pub workers are the proprietor and his four barmaids. The owner, a man named Louis "Lou" Orod, is a thin, balding man with an unimpressive physique and a bearded, unpleasant face. He keeps a constant eye on all that goes in in his pub with his flinty gaze, and is quite gruff to both his workers and the customers. When a fight breaks out, he summons a beast from the rust-colored bag of tricks on his belt and lets the creature sort out the troublemakers. If this fails to do the trick, Lou reluctantly pulls out a wand of suggestion, although he is loath to waste its few remaining charges.

    The Golden Minotaur is a popular hangout for the adventurous types, and the place caters to this particular clientelle. A jobs-wanted board is available in the back of the pub, and those looking for skilled hirelings often check here first. The Inn has a heavily protected safe room downstairs where items can be safely stored with little fear of theft. There is also a roomy cellar where a very diverse assortment of beverages are stored, and virtually any drink can be had here for a price. The food is plain but hearty and filling, with bowls filled to the brim with the hot dish of the day and a small loaf of thick, fresh bread served with each meal. The cook is a brawny half-orc named Shadliss who prefers to keep her distance from the customers. If trouble breaks out, however, she can prove a ferocious brawler and is quite skilled with a wide variety of cooking.

    Much of the upper Inn is nicely furnished, with fine decorations along the halls and floors covered in worn but decent quality rugs. Rooms at the Inn can be had for a reasonable price, and range in quality from the common rooms on the second floor to the golden state room on the third. The later is often occupied by visiting merchants, due to its fine decor; accompanying personal servant; and private facilities. The Inn boasts its own heated bath hall equipped with hot tile baths, various oils, and scrapping tools. There are also several private meeting rooms where trade deals can be negotiated. Servants provide fresh linen each day, and clothing can be cleaned at the Inn laundry. The Inn is run efficiently by Lou's wife Erishelle.

  57. Granaries
  58. The town has three granaries that are used for long-term grain storage. A surprisingly large amount of animal feed is stored here, as there is little regular grazing land outside the town. There are deep, stone-lined cellars for storing and preserving food. Large barrels of salt are also available for preserving meat for long durations. Finally several magical rooms have been constructed to preserve certain foods that normally do not last long.

    The owner of these establishments keeps the granaries free of pests through the use of feral cats and certain bug-eating birds. The doors to these granaries are carefully locked and well maintained to prevent thievery. During times of siege the granaries are also protected by members of the town guard. Town residents can use a limited portion of the granaries for free, as it is paid for by the council. For greater room a regular fee must be paid based on the number of complete storage areas used.

  59. Great Fetid Pit
  60. Located at the edge of the Adelfarn territory to the north of the Tower of Ghaelwyth lies a great fetid pit. The horrid stench from this pit can be smelled for hundreds of yards and on rare occasions spreads unpleasantly across the town. The odor is a cross between the scent of a rotting carcass and and evil sulphorous odor. An evil yellow smoke can be seen constantly wafting up from the pit, and the sloping ground around the hole is devoid of life.

    The pit was placed here centuries ago and nobody within the town knows why it exists. But speculation holds that it was created by an evil ritual designed to corrupt the locals. But this plot was ultimately defeated by Talos and his allies. All attempts to remove the pit have failed, however, and so the area is now guarded by magical wind wards that drive away any who would approach to investigate.

  61. Guild of Exalted Scriveners
  62. This very old stone building was built in early gothic style and from the outside might be mistaken for a temple. Instead this is the hall of the town's scribes guild. The members of this guild are hired by businesses and other associations to maintain all of their records. They are also used to transcribe unusual texts acquired on the journeys of Saltham.

    This hall is the large Tome of Tongues, an official record of the multitude of languages spoken by the various town residents. This tome allows merchants to locate and hire translators for their trade missions to the outside world. The guild hall is also the work quarters of one of the oldest residents of Adelfarn, the elven sage Aerduin. Among other tasks, this sage maintains all information concerning the town's version of the trade tongue.

  63. Guild of Fire Dismissal
  64. Located on the second floor of this building is a small but notable guild that has a long history of distinguished service to the town. The Guild currently consists of only five members, and is headed by a diminutive Journeyman Water Elementalist by the name of Irisha Trinkead. Her personal calling is a long, bitter emnity toward all beings from the elemental plane of fire. This passion makes her an ideal person to run this guild of flame extinguishers.

    The guild is entirely funded by the town council, although they are aided by volunteers from the community. They are tasked with putting out any serious fires in Adelfarn and rescuing those caught in the flames. For this purpose they have been provided with a variety of useful magic implements. These range from rings of protection from flames, to implements that can be used to summon water elementals. They also possess various magical means of levitation, flying water troughs, scrying devices for detecting the outbreak of serious flames, and various medicines for aiding burn victims.

    The Guild of Fire Dismissal was originally founded many centuries ago in response to attempts by besieging forces to set fire to the town. Their most recent significant action was against the dragon inflicted conflagration in the area now known as "the burns". Their courageous success in that fight undoubtedly prevented much of the town from burning to the ground. The makeup of the guild has varied considerably over the centuries, but it rarely grows beyond a half dozen members. The guild sign is a water droplet on an open palm, carved into a charred wooden sign board.

  65. Gulley
  66. This long, straight, stone-sided channel once served an important function in the town, but nobody alive can now say what that role might have been. The flat sides are holed with several mysterious stone pipes, and the tubes line up with each other on opposing walls. The concave channel bottom is covered in grass, and is now used primarily for grazing by goats. When the town is enjoying comfortable weather and peaceful times, the Gulley is sometimes used for sport, with many of the town folk enjoying races between the most athletic youths in Adelfarn.

    [Angler Alley] Angler Alley
  67. Handloquer's Pawned Goods
  68. Located down a narrow side alley, this small, cluttered shop serves as the town's pawnbrokers. The proprietor is a suspicious and devious individual known as Ira Handloquer, who is a skilled barterer and rarely walks away from a deal without making a small profit. (Typically 20% to 40%.) His store is heavily protected by iron bars on the windows and multiple locks on the heavy oak doors. The dingy interior is guarded at night by two large dogs that Ira has trained to a high state of ferocity. Inside can be found all manner of goods, ranging from iron pots to laquered pottery and tiny gnomish mechanical devices. He also keeps a back room that stocks a variety of magical components, all slopily stowed in a variety of small boxes, tins, jars, and other containers.

    Ira is unusually tall and lanky, but his neck is bowed and he walks with a limp to gain sympathy from customers. Unlike much of the time, Ira does not hold with the custom of bathing, and so he is often unkempt and rather filthy. His clothes are heavily worn and his bony frame pokes out from his rags at odd angles. Beyond the sight of the customers, however, Ira lives in relative prosperity, and he spends much of his time enjoying some of his finer acquisitions in his parlor and smoking chambers.

  69. Honecutt Smithy
  70. This smithy is built around a stone-lined pit in the ground, where the stunted Stone Giant Cordella, and her adopted dwarven father Beorin labor over the forge for most of the day. Business has been good for the Honecutt's, and they have been able to take on an apprentice and hire two laborers. The smithy specializes in iron work and repair, but they provide a variety of smithy services to the town.

  71. Ibwig's Spice Shoppe
  72. Owned by Ibwig Oldcastle, this cosy shop is now the leading spice dealer in all of Adelfarn. The multitude of shelves in the shop are crammed with containers holding a variety of different spices drawn from all parts of the world. Their melded odor produces a most remarkable scent than can be smelled far up and down the street. Even the dusting of the various mixed spices that falls to the floor of the shop is much sought after, being sold in small cloth sacks that release a very pleasant odor. The spice merchant is constantly on the lookout for purchases of spices in each of the locations where the town appears, and his agents within the Trader Hall are paid a handsome sum to make such acquisitions. It is rumored that Ibwig has several caches of such spices well hidden around the town, although none of the warehouse owners will confirm or deny such.

    In the past Ibwig has had difficulties maintaining the freshness of his stock and protecting his store from thieves. Both problems were solved when Ibwig purchased certain magical wards for his shop. Each of his jars are now enspelled to preserve the freshness of their contents, an expensive process that only a wealthy spice merchant can afford. His store is also protected against thieves by invisible magic guardians who hunt down and punish any violators. The true nature of these powerful guardians has concerned Nobwig on occasion, but they have unfailingly performed the duty for which they were bound without question or complaint.

    His trade has proven very profitable to Ibwig, as rare spices always seem to be in demand regardless of the location of the town. Because of his successful business Ibwig has a handsome home in the north of the town and is a prominent member of the town council. He is now married to his third wife, a pretty and petite young woman called Angela, and has a total of seven children. In the past Ibwig has been accused of excessive greed, as he was excessively tight with his donations to the council and did little to aid those far less fortunate. His marriage to his charming third wife has softened him up somewhat, however, and now Ibwig appears to be growing increasingly charitable.

  73. Ice House
  74. With food shipments unreliable to this travelling town, some means had to be found to preserve comestibles for lengthy campaigns. With Talos' aid, a portal into the ice moon was constructed, and the gate used to slide chunks of ice into this heavy stone building, where it is used to keep food fresh. The Ice House is run by Eynsien Isyane, an Elven victim of evil magical experimentation. Most of the workers are former mountain or arctic folk who are used to the icy conditions.

  75. Iron Hall
  76. This large, dark, stone building is constructed as a fortress, and is headquarters to the town guard. It is located on a rugged rise within the town, and is surrounded by an outer wall that wraps around a court yard. Within the courtyard is a circular keep with a conical stone roof protected by a covered archers ring. Attached to the back of the keep is the rectangular residence hall and a training yard. The interior is carefully designed for defense, with multiple arrow ports, murder holes, secret passages, and moveable barriers.

    The fortress contains the town armory, gaol, a great hall, plus residences for sixty regular guards, sixteen aides, and Gunder's shield man Bar Ajex. The walls are made from magically fused stone that is all but impervious to normal siege weapons. The windows are arrow slits, and the ground about the outside is carefully cleared for missile fire. In the large cellar are many supplies for withstanding a general siege. The cellar is also reputed to contain an entrance to Gwyneth's Catacombs, although this is sealed by a special iron gate.

  77. Jaret's Firewood
  78. The shortage of firewood in the neighborhood of Adelfarn produces a strong demand for raw timber. Jaret Highbranch runs this timber hauling business, sending out teams of wagons to cut and carry trees back to the town. The wood cutters must make haste to cut timber and get it into the wagons, so that the team is not left behind. A team of nine, consisting of eight cutters and an alarm rider, can usually clear four eight-inch diameter trunks in under an hour. However, this usually means that much of the tree will be discarded. The bark-stripped wood is stored in a large drying shed for sale whenever the town enters wintry conditions.

  79. Kalib's Stone Masonry
  80. Due to the lack of quarries within the bounds of the Adelfarn town territory, there is a constant need for rock to be brought in from the outside world. This stone is used both as building material and to shore up collapsing passages beneath the town. Kalib's Stone Masonry is a an impressively large warehouse located in the southeast corner of Adelfarn. Here the quarried rock is stored in blocks of stacked columns for future use. Prior to stacking the rocks, each block is cut to one of several standard sizes and fitted with handling slots or pegs. The columns are buttressed by wooden scaffolding that stretches almost up to the ceiling. The piles are arranged according to the type of stone and their dimension.

    The front work area of the warehouse is where the actual stone masonry takes place. The stones are worked here with a variety of tools by a group of four skilled craftsmen, then hauled by wagon to the site. The current owner of the establishment, Kalib Arafar, is a master Mason who has worked the trade for most of his life. He successfully bid for the warehouse in an auction when a less than scrupulous previous owner was chased out of town by the residents. It seems he had quarried stones from an ancient sacred site and as a result the warehouse became haunted by dark spirits. The haunting now appears to be mostly harmless, taking the form of poltergeists who randomly shifts objects around. But in the past several people were killed by mysterious accidents in the warehouse.

  81. Keirfel Trading House
  82. Down a moderately-busy side street in the business section is the Dun-colored House Keirfel, identified by a banner hanging from a pole on the second story. The three story, timber and mortar building hangs out over the twisting and winding street. Every window is barred with solid iron grillwork, and the front door is made from heavy oak. The building bears little in the way of extraneous decoration or adornment.

    Inside, the house is surprisingly old and cramped, although well maintained. A narrow passage leads to the inner plaza, where there is a pretty little garden and a small pool. Members of the household often enjoy their siesta in the garden, being served refreshments by servants. An inner walkway wraps around the courtyard on each of the three stories, and a pair of guards patrol the balconies. To the left, a steep staircase leads up to the second level where all business is transacted.

  83. Likely Andy's Gambling and Auction House
  84. When first constructed this round building once served as a theater for an acting troupe. Business proved poor, however, and the entertainers have long since departed. Since then the building has often been abandoned, although it has occasionally served as a storage area and a home for refugees. Recently, however, a small group of priests and followers of Pip, a god of fate and divination, have taken up residence in the decrepit structure. The worshippers of Pip celebrate their god by engaging in various forms of immediate personal gratification. Thus the building now serves as a gambling hall, as well as hosting such activities as wine parties, dancing, sporting contests, and dramatical farces. The priests use these occasions to prostletize their god to any visitors, often with some success.

    A faction among the town elders have grown concerned about the new use to which the building is being put, seeing it as a bad influence upon civic cohesion and morality. Thus they have attempted several times to shut the place down, usually citing structural weaknesses as a reason. However the priests have gained enough political clout within the town to maintain their operation and the house has proven popular, especially with long time residents. To subsidize their frequent festivities, the priests have begun hosting auctions in the open theater area, bringing in even more visitors. Wings have been added to the building to serve as living quarters for the priests and their followers, and a long chamber has been converted to a place of worship.

  85. Limping Lizard
  86. This hosteler on the west side of the town caters to immigrant clientele. The cheap board and hearty meals attracts many newcomers to the town who are down on their luck. The Limping Lizard is run by Jacks Forrester, a large man with a bull voice and a plain manner. He often hires new immigrants as servants in the Lizard. Jacks' wife is a practicing Enchantress, specializing in the magics of charm and empathy.

  87. Ling Po's Health Shop
  88. A cluttered herb shop, full of hanging herbs, clay jars, large glass bottles, boxes, and other mysterious containers. The herbalist is Ling Po, the acknowledged master of herbalism within the town. Ling runs this apothecary with the aid of several assistants, all of whom studied the craft for years under his tutelage. In the back of the shop is a store room that is a virtual museum of medicinal secrets, with scores of shelves stacked with scrolls and old manuscripts gathered from all parts of the globe. If there is a known ailment, odds are good that Ling will have the knowledge and materials needed to provide a cure, or at least some relief from the symptoms.

    When a potion is requested, Ling will spend a little time searching busily through the many-shaped containers. If he finds the right item, he will carefully unstop the lid and poor the material into a smaller glass flask. The flask will be meticulously marked with an ink quill before being handed over to the buyer. These instructions will include a description and dosage information.

  89. Loquidochary
  90. This mysterious little shop sells an amazing variety of magical curios and useful items. It occupies a small interdimensional pocket and thus takes up no more room than an entrance in an otherwise blank wall. The Loquidochary is always found on a side street of Adelfarn, but like the town in which it is housed the entrance changes location from time to time. Trying to locate the shop can be quite a trial and as a result the shop draws few customers. It's equally unusual proprietor doesn't seem to mind, however, and he appears contented with his lot in life.

    The shop was built as a safe house for an honorable Efreet known as Dhriv. This magical being is the living antithesis to his race, and he seeks only to live in peace and harmony with others. Yet he was accused of an act or crime so horrific that he was forced to flee from his home plane and seek asylum from Talos. Now he must remain in this magically warded building to avoid detection by his race. He usually assumes the innocent appearance of an elderly man with long white hair, heavily wrinkled skin, and an eccentric mannerism.

    The dimly lit, shelf-lined store is cramped, with stacks of boxes and many dusty nooks and cranies. A wood staircase runs up to a balcony with more shelves of exotic goods. There is no sign of the back rooms and Dhriv's luxurious dwelling quarters, as such are magically hidden behind the stuffed chairs and cosy fireplace.

  91. Mad Gnome's Pub
  92. This difficult-to-find pub is located near the outer wall in the southeast corner of town. It is best know for its elaborate plumbing system and ale-serving mechanism. As patrons enter the main door they can purchase a number of unusual tokens which can be used to dispense various drinks. Each of the round tables in the main hall is located about a rotating ale dispenser. These elaborate brass dispensers are connected by a series of pipes to large ale tanks in the chamber above. Patrons can rotate the dispenser to the beverage they desire, then insert an appropriate number of the tokens into the ornamental mouthpiece in order to receive a mug-full of the drink. The dispenser are elaborately decorated in a variety of different styles ranging from spouting fish to nubile nymphs.

    At one time this was a popular drinking establishment, and the various beverages dispensed were among the finest available in Adelfarn. Since the original gnomish owner disappeared under mysterious circumstances, however, the drinks have fallen considerably in quality and some complain of a strange taste in the dispensed beverages. The place is beginning to appear a bit shabby, and no self-respecting dwarf will even drink in this establishment. The proprietor is a shaddy-looking man who goes by the name of Zygra. He wears a scraggly moustache, and has glaring brown eyes and a constant nervous twitch. The pub is becoming something of a hot-bed of nefarious activities, and the town council has begun keeping a close watch on the establishment. It is not uncommon for the pub to be visitied once or twice a night by the town guards, and brawls or knife fights are not an uncommon event. Many locals expect the place will soon be closed down.

  93. Market Square
  94. Build around an upthrusting column of rock, this open plaza is the merchant center of the town and serves as the market square during periods of good weather. The plaza is roughly rectangular-shaped with roads leading into the square from the four corners. The buildings surrounding the square are some of the oldest in the town, and for the most part are two stories tall, half timber in construction.

    The grounds of the plaza have been redecorated a number of times and the remains of tile mosaics, well worn flag stones, and the base of a row of columns can be seen. Next to the column is a raised area of ground that has been used at various times by entertainers, preachers, militia leaders, and other notables. Also located next to market rock are the public stocks, a suitable location for the humiliation this punishment bestows upon the criminal.

    Unlike most towns, few merchants from the outside world travel here to display their wares. Instead covered stalls are raised each morning by local vendors, often reselling goods brought here from the outside world. Merchants operating from a variety of covered stalls and tents sell a wide variety of goods and services, including the products of fresh or cooked food mongers, bead makers, trinket sellers, cobblers, lamp makers, tailors, potters, porters and laborers, poultry, fabric weavers, handiwork artisans, leatherworkers, carpeters, cutlery makers, glassworkers, and so forth.

    A number of small, permanent shops also surround the square, each with a covered stall in front. These provide a variety of goods including baked goods, shoe repair, household tools, candle makers, and money lenders. Larger or custom-made goods, such as weapons, armor, carts, and furniture, are instead sold from artisan shops about the town and buyers must seek out such dealers by locating their sign boards.

    From past experience the town guards know that the market square often becomes a haven for petty thieves whenever Adelfarn remains in one place for more than a few months. So they station guards at each exit from the square and also post disguised thief catchers among the strolling shoppers.

    It is said that the column is actually a giant creature of stone that rests in the square waiting for a time of great need. For this reason it is a crime in Adelfarn to damage the tower and flower wreaths are often left at this location.

  95. Mausoleum
  96. To prevent wielders of the dark arts from pillaging nearby grave sites, all of the dead heroes of the town are placed in this extensive mausoleum in the northeast section of town. (Enemies killed in battle are cremated in several large pits to the south of Adelfarn, or buried beyond the teleporting perimeter.) This building is one of the oldest structures in the town, with a multitude of tunnels and shafts leading deep underground. As each wing becomes fully occupied, it is sealed behind granite doors, and new, deeper tunnels are opened. Many sacred wards, and physical traps and barriers have been built to prevent tampering with the bodies and their grave sites.

  97. Merolot's Inn
  98. This two-story, horseshoe-shaped Inn is capped by a large stable at the end. With rooms for over two dozen guests in each wing, plus a common hall, bathing chamber, kitchen, storage rooms, two large cellars, and quarters for the Innkeeper's family and seven maids, this Inn is the largest such structure in town. The rates are somewhat steep, due to the cost of importing food and the irregular traffic, but the service is excellent.

    The Innkeeper, Deverot Tillson, is a most agreeable story teller, and always has a ready ear for news from the outside world. The Inn boasts several skilled Halfling cooks, and the food served is some of the best in town. Indeed many locals come here to dine during quiet periods. As a result the Inn is a good place for local news and gossip.

  99. Missile Towers
  100. Seven of these 60' tall defensive towers are placed at strategic locations about the town, ready to repel airborne invaders. An ingenious system of pulleys, cables, and preset weights allows mounted arbalests to be quickly drawn, loaded and fired, creating a heavy volume of missile fire. With the aid of the town's wizards, the towers have withstood multiple assaults over the years. Further improvements to the towers are being planned by the dwarven engineer Axle-Rod Kineath to enhance their already strong defenses.

  101. Nodbert's Leatherworks
  102. This elder craftsman is an expert leatherworker who specializes in embossed leather jack. He spends an inordinate amount of time decorating each of the jackets, creating a distinctive style on each new piece that is intended to project a certain mood or attitude. Nodbert Acuilfrien has incorporated many different techniques from the foreign lands where he has traveled and is unafraid to experiment with new ideas. However he is also considered something of an eccentric in the town since he constantly mutters to himself and wears only a leather kirtle.

    This leatherworker practices polygamy, a custom that has not been well received in Adelfarn. He has five wives, with a sixth that died recently from pneumonia. The family has a total of nineteen children, making this a lively houshold. Fortunately the three eldest are now old enough to aid Nodbert in his trade, and they have become respectable artisans in their own right. Nodbert and his family will take commisions for their work, and are willing to craft just about anything that can be made out of leather. The work is likely to take a good amount of time to complete, however, so a contract with Nodbert's Leatherworks is not for the impatient.

  103. Noker's Trading House
  104. A recent addition to the town, this trading shop was set up in an old fest hall by a former company of trappers. The group was heavily beset by a clan of goblins in their winter mountain retreat. Seeing no opportunity to continue plying their trade, this weather-beaten bunch sought refuge in the travelling town and purchased the shop using the profits from their packs of fur. The trading house has since diversified into refurbished tools, tack, supplies, and trapping equipment. They do accept and sell selected pawned goods, with few questions asked.

  105. Obelisk of Triumph
  106. This ancient pitted stone in the southern portion of Adelfarn is the oldest known man-made structure in the town. It forms the ceremonial starting point of annual Festival of Renewal on the vernal equinox. The Obelisk is covered in complex hieroglyphics, which few people living can now understand. At one time the stone stood over 80' in height, but most the base has long since been buried by layers of ash, dirt, debris, and cobble stones.

  107. Orc's Scalp Pub
  108. This cozy and remarkable pub is run by the last members of the Doubletake clan, a family of sixteen two-headed Dwarves that survived a massacre by the Orcish Broken Fang horde well over fifty years ago. Apart from the somewhat low ceiling beams and dim lighting, the most distinctive feature about the pub is the huge collection of Orc scalps hanging above the bar. A sign next to the black hair pieces has a standing offer of one silver piece per additional scalp. The pub rates are reasonable, and the home-brewed dark ale is very good. It caters to many visiting adventurers and has an Adventurers for Hire board in front.

    The establishment has a wooden surface toward the back where a game resembling nine-pins is played. One can wager on the game against other patrons or on one night each week against the owner. The ball is a large leather sphere, one for each competitor. The owner has his own ball, which is magical in nature accounting for his ability to win most of the contests.

    The pub also boasts a very elaborate dartboard and a handful of players willing to bet a silver on a game. The dartboard has clockwork moving targets, each of which has a point value for striking with a dart. Once a year the pub pays for a darts contest in which the winner gets a free drink every night for a month. Needless to say the contest is popular with many of the regulars.

    There are also strongmen contests held once a week, as well as a variety of other amusements. The owner is quite creative about his contests, and has been known to spontaneously act on interesting suggestions with a prize of free drinks for the night to the winner.

  109. Pirathra Gold Exchange
  110. A family operation for seven generations, this business forms an integral part of the daily commerce in a town that can travel to any portion of the world. The core of the building is heavily fortified and well defended by guards, beasts, magic, and traps, in a determined effort to protect the large treasure chamber from thieves. In addition to serving as a money changer, the Exchange will provide loans in exchange for suitable collateral. All of the key members of the Exchange are members of the Pirathra family, although several local merchants are closely linked to the business by way of marriage.

    It is said that the safe room inside the gold exchange has one of the largest collections of coins in all of the realms. The family has a reputation as collectors of unusual or rare coins, and they will often pay a higher price for exotic pieces. They are less interested in gems, art, and assundry jewelry, but will accept such as collateral at a fair market price. For this purpose they keep several skilled appraisers on the staff. Many uncollected pieces of old collateral now adorn the halls and chambers of this building.

  111. Pool of Illusion
  112. Located at this site is a magical construction of remarkable elegance and beauty. At the center of the crossroads, within the confines of a low circular stone wall, stands what appears to be a transparent tank of water shaped like a hemispherical bubble. The water within the tank sparkles whenever sunlight shines up on it, and is clean and pure. Swimming within the tank is a remarkable variety of colorful tropical fish of various sizes and shapes, providing a constantly changing display that is both pleasing to the eye and relaxing to the spirit.

    The entire display is actually a sophisticated illusion created long ago as a gesture of eternal gratitude by a accomplished gnomish illusionary artist of remarkable talent and ability. The bubble can be freely entered by stepping over the wall, and it has the tactile feel and taste of actual water. Those passing through the tank will literally feel like they are floating through a tropical pool and will automatically find themselves holding their breath. The pool has no harmful effects, however, and is merely an artistic creation. Mounted on the bottom at the center of the illusionary pool is a bronze plaque engraved in an old gnomish tongue. This plaque is a flowery note of gratitude to Talos and the couragoues people of Adelfarn.

  113. Porterhouse Glassworks
  114. In a town with a climate as varied as Adelfarn, there is no shortage of demand for glass panes to cover every window opening. Thanks to their skilled Alchemist, the Porterhouse Glassworks produces a good quality pane that is only faintly yellow and has few defects. They also produce a multitude of colored bottles and other glass containers for use by the Gadrwyn Waeth and elsewhere. The Glassworks stocks its own sand pits and charcoal bins for the melt.

  115. Portis Gate
  116. The primary entrance at the south end of town consists of two 20' high, steel-bound oak doors that open easily by means of a winch barrel in the watch room. To either side of the gate are two 60' tall towers, each topped by a slender, bronze-plated onion dome. Both towers contain a heavy ballista in a swiveling iron turret. The ballistas can strike targets within a 120 degree arc from the neighboring wall to the road leading into the town. The gate is regularly watched by at least eight guards during the daytime, and always sealed after sundown.

  117. Pub With No Name
  118. Owned by a very heavy set man known as Broughlow "Brew" Kestel, this unusual establishment is one of the oldest wooden buildings in Adelfarn. It sits on stilts astride the Adel Stream and the south end of the building is actually constructed around a large oak tree, several of whose roots stick out into the stream bed. The northern wing of the building forms a grain mill with power supplied by a pair of creaking waterwheels. The staff of the pub make their own beer downstairs and then the kegs are carefully brought up the interior steps under the watchful eye of the master.

    Along the street front a set of wooden stairs lead up to the actual pub room. There iss no sign on the exterior designating its function and the place could easily be mistaken for a trade building. However this is a quality establishment that brews its own fine house beer; books the best bards; serves the widest range of imported drinks and delicacies; and has an excellent specialty chef.

    The booths of the pub are semi-private, and two private balconies looking out on the stream are available for a price. Beautiful and witty hostesses are available for private functions, all very discreet. No ruffians are tolerated, and the bouncers are quite skilled at making the long fall down the steps very painful even for the heavily inebriated.

  119. Quaelfaanpythud's Rocket Guild
  120. The town's ace in the hole during a heavy seige, this guild house produces a type of rocket propelled by a black powdery substance. The rocket design and the dark powder are trade secrets of the guild, and only several oath-bound Gnomes know how it is produced. (A few noteable accidents have given these rockets a bad reputation, and sensible town folk are quite leary of the place.) Each rocket consist of a hollow, waxed-cloth tube that is tightly packed with the mysterious powder. The rocket is attached to a slender staff using guide rings, then launched by igniting a length of fuse.

  121. Regal Chalice Arms
  122. Easily the finest Inn within Adelfarn, this traditional timbered building is filled with warm character and serves a variety of hearty dishes in heaping portions. The Inn has twenty nine well-kept and luxurious rooms, heated bathing chambers, a kitchen and ale hall, servants quarters, and a private stables. Each room is equipped with a down-filled bed, a chest of drawers, an armoire, a carpet, and an oil lamp. Visitors are helped by porters and maids who will perform any reasonable service for a small tip. At night the Inn is patrolled by a private guard who will let guests in through the locked door.

    The Inn has a fine wine cellar and serve a locally made ale that even Dwarves find agreeable. The vaulted ceiling ale hall is decorated with a large variety of unique items gathered from many parts of the world, and there is a wooden stage near the large stone fireplace where visiting musicians can play for their keep. The rates are quite high, but reasonable for such a fine establishment.

    The current owner, Angus "Red" Tiesdale, maintains the character of the Inn and is tough but kind to both his guests and employees. To keep out troublemakers he keeps a pair of muscular Half-Orc bouncers. Truth be told these are actually orphans who Angus has raised from infants, and they are utterly loyal to their old "Paw".

    Once a year the Inn serves as the host for a long running tradition in Adelfarn, the Telling of the Year. Married couples compete to describe which of them have led the most tranquil and blissful year, and the patrons vote to determine which couple shall be awarded the prize. There are categories for both newlyweds and long married couples. The winners receive a full leg of bacon and a bottle of fine wine. The longest married couple in the town wins a prize of two fully paid nights in the finest room at the Inn. This "King's Chamber" has two beds, a sitting room, a private bath, and its own servant.

  123. Ruins
  124. At a time earlier than any known town records, Adelfarn was caught in a tremendous volcanic eruption that covered the streets and buildings in uncounted tons of hot ash and cinders. The few survivors of this cataclysm rebuilt much of the town on top of the debris, creating an extensive layer of ruins underneath the streets. Some of these buried structures now serve as cellars, but many remain bricked up and forgotten. Unfortunately, large rats have made this ancient labyrinth their home, infesting the town's simple sewer system. Following a heavy rainfall, many of these large rats are driven out to seek shelter on the town streets. Despite repeated campaigns of extermination over the years, the resident rat population continues to be a problem for the town.

    [Samba Purha] Samba Purha
  125. Samba Purha's Tea House
  126. This shop on the south end of town has an inner courtyard where a variety of delicious teas and bread or pastries are served. The owner, a swarthy, stooped man known as Samba Purha, is also the owner of a magical silver service which can dispense an unlimited supply of various hot teas. He also owns a flying carpet which his partner, Allyn Trent, uses to procure the various breads and pastries which accompany the tea service. The courtyard is protected by a glass dome, allowing business to be transacted here at all hours of the day. This makes the Tea House an important part of the business community in the town, and a favorite place to introduce merchants to the pleasures of Adelfarn.

  127. Sanctum of Eilorria
  128. This quaint stone temple is dedicated to the Lady of Light. Eilorria has many loyal followers within Adelfarn, and the regular services are well attended. Priestess Myranna Theusus leads the sanctum, which is also residence to seven lesser priests, four acolytes, and a bell ringer. In the back of the temple is an infirmary and a home for magically gifted orphans who were rescued during the many journeys of the town. The sanctum is located near the Adel Springs, and it is said by many a follower that it was her will that brought the waters to life. The spring water is used regularly in the services.

  129. School of El'radeen
  130. The knowledge taught by this secretive school of martial arts has been passed down from mistress to mistress for seven generations. Emphasizing team hit-and-run tactics in a close environment, El'radeen is ideal for skirmishing with scattered foes among the narrow streets, alleys, and corridors of the town. Practitioners are taught to fight in pairs using short oak staves. As one member strikes a blow to block an opponent, her partner uses her own staff to disable, disarm, or strike down the foe. The teams also learn to use their combined weapons to block enemy attacks. There are close to one hundred women in Adelfarn who regularly practice El'radeen.

    Mastery of El'radeen gives a defensive bonus to both members of a team, when they are fighting against the same medium or small-sized foe. When a member of a team successfully strikes an opponent during a round, her partner may elect to perform a special strike at a small attack penalty. Depending on the type of strike chosen, a successful hit will either stun the same opponent; disarm its weapon; or knock the foe to the ground.

  131. Sewers
  132. About four centuries ago the accumulating problem of filth in Adelfarn had grown extreme. Bed pots and other wastes were casually thrown into the streets from upper windows, where they mixed with animal scat and other garbage. The stench was overwhelming and rats plagued the streets. Outbreaks of disease taxed the ability of the healers to recuperate patients and at times there was heavy loss of life, especially during times of siege.

    Fortunately the town visited a region where the medical skills were relatively advanced and where they had mastered the ability to remove most wastes from the streets through a series of underground tunnels. The town elders learned from this progressive civilization and created plans to construct a system of sewers. A skilled team of Dwarven miners and engineers were hired to perform this job and they immediately set to work tunneling out a network beneath the streets. The entire job took several decades, despite the many buried structures and catacombs that made tunneling relatively easy in places. When the job was completed the builders were well rewarded and then magically transported back to their homes through the Gate of Returning. The town now had a fully functional sewer system.

    The sewer tunnels consist of a branching network of vaulted brick or stone passages lying more than thirty feet beneath the town streets, and serving much of Adelfarn. The floor of these passages include a wide channel meant to carry normal runoff and the accompanying wastes, and have a narrow stone walkway to either side. The sewer tunnels join up at junctions that contain an overflow pool designed to collect excess water from floods.

    Pipes entering the tunnels from above are covered by an iron grille at either end to prevent accidents. Sewer work entrances are built into the sides of street walls, and most have a flight of steep stone steps leading down in a gentle spiral. However, generations of sewer workers have worn down these steps and they are often covered in muck, slime, and moisture, making the descent somewhat hazardous.

    The sewer junctions connect to a lower level of the sewers which consist of a few, larger tunnels that direct the flow o a central chamber. In this chamber the flow collects in a large central pool before emptying into a drain in the middle. The common story spread among the sewer workers is that the drains are connected to a permanent magical gate which empties the filthy water into a remote, isolated location. (The tank occasionally needs cleaning out, a task left to workers hired from outside Adelfarn.) Despite occasional floods and collapsed tunnels, the sewer system has held up quite well over the years. Additional passages and entrances have been built as needed, and a number of buildings now have a direct pipe emptying into the sewers.

  133. Silaugury
  134. At one time the town of Adelfarn had a number of gambling houses engaged in all manner of games and betting. However these establishments attracted an undesirable criminal element to the town and so they were closed down. Instead the council established a monitored gambling house that would serve as a co-op for all legitimate merchants who still wanted to engage in the business. The result is the Silaugury gambling guild, a large establishment with an entrance on the south side of Market Square.

    The only sign indicating that a gambling house exists at this location is a wooden plaque painted with a pair of tumbling dice. The entrance is a reinforced wooden door with an open grille through which the guard can check in visitors. The entry hall passes by a cloak room where everybody except a few important locals are expected to check in their armaments and magic items. There is also a conveniently located trading chamber where gamblers can buy overpriced treasures with their winnings or pawn off goods to pay off their debts.

    The entry opens into a large collonaded area where most of the games of chance occur. This area is sumptuously furnished and decorated, and games of chance are continually played here day and night, except when the town is besieged. The entire hallway is heavily warded with magical protections to prevent inappropriate use of spells, and a group of hired psions constantly check each guest for signs of cheating. These protections make it almost impossible for an individual to cheat or gain an advantage in the games. The hallway also has a number of capable guards standing about ready to deal with troublemakers.

    Each gaming table is owned by an individual merchant or family, and any earnings or debts accrued are assigned to that person. The Silaugury also has a number of upper rooms where private games and various deals can be made. These are managed by the proprietor of the establishment, a stocky, balding man by the name of Regent Blackford. Regent is the seventh member of his family to run the hall, and he is currently training his daughter to eventually take over the business.

  135. Silver Hunter Pub
  136. At one time a merchant family home, this building is now a pub under the management of one Francis Elderoth. The central court has been roofed over and now forms a roofed hall. There is a stage at the end nearest the main entry, and a raised, balustraded area along the walls. The accoustics in this chamber are very good, and the entertainment plentiful.

    Performers come from the ranks of the patrons: both local amateurs and visiting bards work the stage with a variety of performances. Skits are often hosted here, as are oratories, ballads, and instrumental pieces. The manager also hires a small band of musicians to warm up the crowd in the evening, and to accompany performers who need backing. Members of the crowd sometimes join in, and there are impromptu sing alongs.

    Anybody with at least some ability can get up and perform at the Silver Hunter, and the pub is frequented by impresarios and music-lovers. However if your performance is weak or if the crowd is in an ugly mood, you may find yourself banned from playing here until you have earned a proper reputation. Beyond the music, the Silver Hunter is not an ideal place to socialize due to the constant noise. They only serve bread and only a limited range of beverages are served.

  137. Singing Dice Pub
  138. This warm pub earned its name due to the many games of chance that are practiced across its heavy oak tables. The main hall is two stories in height, with several private booths on the upper deck. A great hearth against the far wall serves to heat cider and a large pot of stew. A raised stage in the corner is home to the occasional visiting bard, who often is the only source of news about the outside world for most of the town folk. The Pub is run by an intense, red-bearded man known only as Alger.

    The ceiling of the establishment is covered in a variety of bits of metal that glint and gleam in the lantern lights. The ceiling is otherwise black from a covering of soot, partially caused by a fire that almost gutted this pub many years ago. However the soot only serves to magnify the presence of so many bits of metal.

    These bits, in fact, consist of buckles, bits of armor, pieces of broken weapons, and so forth, all taken from the bodies of fallen adventurers. To get a piece on the ceiling, one must bring in such a remnant from a fallen comrade, properly polished of course, and relate to the patrons the tale of his life and how he had died. If the audience feels that it's merited, the little metal piece gets attatched to the ceiling with the others. The owner has a special hoist attached to the ceiling for this purpose.

  139. Tower of Ghaelwyth
  140. An unusual, multi-storied structure that has long been the permanent home of its owner, the arch mage Talos Xinzytl. Located atop the grassy promontory known as the Wandering Knoll, the dark-red stone tower has an excellent view of the town and its surrounding lands.

    The lowest floors of the tower consist of a fortified stone manor home with comfortable rooms decorated in sumptuous furnishings. The interior architecture is very unique and said to be quite breath-taking. Talos has built up a magnificent collection of art, magic, treasures and other collectibles that give the interior somewhat the appearance of a museum, and would make even an ancient wyrm jealous. The interior of the tower is protected by a variety of powerful magical guards and wards that would make uninvited entry extremely difficult.

    The central tower is nearly seven stories high and consists of almost solid stone. It has a triangular crosssection with round turrets at each corner. The smooth exterior of the tower is warded by a variety of magical enchantments, making it virtually invulnerable to physical attack.

    On the interior of the tower is a series of hollow cells encased in boxes of a very tough metal. Many of these cells are placed adjacent to the exterior and have a view through an arrow slit. These cells serve as an anchor for the interdimensional enchantments that create the many rooms in the tower. These magical chambers are connected by a bewildering maze of passages and portals that makes mapping the entire tower especially difficult.

    At the peak of the tower is a golden onion dome that forms a belfry. Inside are the great dragon chimes, a large magical implement that gives at least two hours of advanced warning to the town before the land changes location. These chimes, and the actual teleporting mechanism, are warded by traps and magical entities of unknown capability. All that is known about these beings is that those who have attempted to enter the chamber without permission have never returned.

    [Trader Hall]
  141. Trader Hall
  142. This structure is the closest to what passes as a Thieves Guild within Adelfarn, although the guild members consider themselves respectable merchants and dedicated protectors of the town. To deal with an unscrupulous outside world, all trader hall apprentices are taught a variety of useful, and some might say illicit, commercial skills. The hall is owned by three of the leading merchants of Adelfarn, and run by Rupert Simeon. First contact duties are normally handled by the veteran traders Lionel Harbringer and Gwenyth Vriess.

    The fairness of merchants operating within Adelfarn is regularly checked by guild inspectors from Trader Hall. This is done using a set of official weights and measures, as well as a great book of trading regulations. Those merchants found in violation are levied regular fines and can be banished from operating in the market square for up to a year.

  143. Underwarrens
  144. A vast complex of passages and chambers beneath the town. It is home to communities and shifting alliances of devious denizens who constantly war amongst each other for control of the depths. The town is protected from these underwarrens by a complex of lethal traps, dangerous guadrians, and magical wards.

  145. Valder Manor
  146. Formerly a lord's manor house, this building has been converted over the years into a Town Hall. The manor is currently occupied by Tol Valderson, the town mayor, and his wife Minda. The great hall is used to hold the town council meeting once each week. Attached to the manor is the map room - an elegant, two-story structure with an upper deck on the interior. Hundreds of map scrolls purchased from all over the known world are carefully stored on shelves in this room. The maps are cached in sealed pottery tubes to prevent damage from fire, a precaution followed after the old map building burned to the ground some three centuries past. Many windows and a glass-domed ceiling allow plenty of natural light to fall on the upper deck and the central table.

  147. Vortex Obelisk
  148. Whenever the town of Adelfarn teleports to a new location, a vortex of wind appears over this spot. While the winds are not overly strong, the town people have left this square deserted save for an obelisk in the center. A common prank with newcomers is to tell them they need to go to this location whenever the Ghaelwyth Tower bell rings. Naturally they are heavily battered by the vortex, although rarely injured as a result.

  149. Weaver's Guild
  150. This building is entirely devoted to the weaving and tailoring of clothing. By decree of the council this guild is the only such establishment entitled to manufacture clothing within Adelfarn, and as a result their rates are premium. However they have a reputation for their high quality work, particularly woolens and fine cloth. They do manufacture cheaper grades of materials, but it is somewhat coarse and less comfortable to wear. The store entrance is a modest little affair, with only a small selection of clothes on display. However they have a large storage room in the back where their many goods are kept carefully protected from moisture and vermin.

    Over the centuries the guild has fought long and hard to maintain their position within the town, providing ample stipends to the council and often having their guild master elected to this board. They have established gate fees on fine imported clothing and have the right to first pick of any new materials. The current guild master, Jaline Quoretta, has begun to loosen up some of the stringent controls on cloth sales and tailoring in the town, but as a result she has made a few enemies within the guild. Nevertheless she is an excellent motivator and skilled negotiator, talents that have kept her a guild mistress for almost a decade.

    The guild has acquired many fine techniques on weaving and tailoring over the centuries, and they could rightfully be called masters of their trade. Their quality standards are legendary within Adelfarn, and they have one of the most diverse selection of styles to be found anywhere. Many clothes introduced to new regions by the guild have been responsible for setting whole new fashion trends. This ability to sway styles has kept the guild in business and profitable for much longer than would have been thought possible given their high costs.

  151. Wind Tower
  152. This tall, dome-shaped structure adorns the top of Llaedyrn's Bakery, a bread shop that specializes in artistically decorated rolls. Massive pillars running through the building support the tower, which is almost fifty feet in diameter and eighty feet in height. The tower was built by an obscure and quite eccentric gnomish engineer. He created a strong, long-lasting lattice of bronze, stone, and crystal that has stood for over three centuries. The tower is built on a set of magically-warded rollers in a circular recessed track that allows the entire structure to rotate.

    The tower is magically powered by a series of magical vanes that somehow continually attract or summon hosts of minor air elementals to push the entire structure around its center. The tower has settled somewhat over time and is now slightly askew. As a result it makes continual creaking noises as it rotates about, and requires periodic maintenance due to loosening of the fasteners. This is done by retracting the vanes into the building to stop the rotation.

    A spiral staircase leads up through the center of the dome, accessing the three floors in the interior. The lower two floors serve as a eatery and public house for the locals, while the top floor is a green house to grow spices and vegetables. The kitchen is located beside the bakery, and the two have a working arrangement to serve Llaedyrn's bread with the meals.

  153. Wyrms' Cave Inn
  154. An old, two-level Inn with a small dining hall and few amenities. The Inn is run by Langrey Farbough, with the assistance of his wife Tris, and two young servants. The rates are reasonable and the rooms cozy and dry, with a clay fireplace and feathered beds.

  155. Zinterfel Manor
  156. This fine mansion is the home of the wealthy Arthur and Pollyanna Zinterfel, the seventh generation of Zinterfel to live in this town. Much of the house is taken up by the two story gallery. This long hall houses one of the finest collections of art to be found anywhere, including the palaces of kings. The gallery is capped by a beautiful glass dome, which allows natural light to complement the magical illuminations.

    Arthur has been away from the manor for several years now, and Pollyanna has grown lonely. If approached politely, she will welcome visitors and give them a tour of the fine art display. Although Pollyanna will not speak of it to strangers, it is rumored that Arthur is adventuring in a now distant land, seeking the rumored Chalice of Immortality. She watches his activities from time to time through her crystal ball.

    The great gallery is guarded by three elven guards who stand watch with wands of paralyzation. They were sent here to protect a magnificent elven work that was given to the Zinterfels to protect it from an Orcish invasion. In time the work will be returned to its native home.

  157. Zyche and Miraz Bronze Smiths
  158. This industrious bronze smithy is run by the identical twin brothers Zyche and Miraz Smythe. The two inherited the family business from their father and for many years it has earned them a comfortable living. Beldar has long been the smelter and forger, while Aldreb is the shaper and tinkerer. These artisans primarily work with bronze, although they are also skilled with tin and copper. The pair worked together in a tight harmony, each complementing the skills of the other in an uncanny manner. They earned a good living, producing a healthy annual tithe to the town and supporting their mother in some comfort until the day she died.

    In recent years, however, the two have developed an intense rivalry with each other and the business has been all but split in half. Each brother now runs his own bronze smithy in one half of the building and labors constantly to out do his brother in all matters. The cause of this rivalry is a woman named Samantha, a lovely brunette who craves constant attention and wants only the finest things in life. Each of the brothers is intensely in love with Sammy and they both want her for their own. The three live in an almost polygamous relationship, which is considered quite inappropriate within Adelfarn. However nobody has been able to prove that anything is amiss due to the identical appearance of the two brothers.

    Due to their rivalry the workshop was reconstructed to form two smaller bronze smiths. A second business ledge was added adjacent to the first, and if a customer appeared to make an order the two brothers would often try to outbid each other. The result of this jealous rivalry was not good for business, as the bidding often devolved into shouting matches between the brothers, driving customers away. Even when one of them won an order, the bidding usually cut any profit to the bone and the brothers were living on the edge of poverty. Both brothers had to let their assistants go as they can no longer afford their salaries. Needless to say Samantha was not happy about the increasingly poor conditions, although she enjoys the constant male attention. The rivalry was good for both brother's craft skills, however, and their work is considered quite respectable.

    The council recently stepped into this struggle as the low profit by the Smythe brothers cut deeply into their annual tithe to the town. The brothers were ordered to split their work in some equitable manner, with each making only certain types of goods. After several long, heated sessions with an arbiter, the brothers finally managed to haggle out what bronze goods each would produce.

    As a result of their agreement the family business has been restored to some degree of health and several new assistants have been hired. The rivalry between the brothers in the quality of their goods has continued unabatted, however, and they often add excessive ornamentation and detail work to their goods just to demonstrate they are the superior artisan. To further stir the pot, Samantha is now pregnant with child and each brother is claiming the infant as his own. The two may ultimately settle this issue of parentage with a duel, although each is reluctant to go so far as to kill his brother.