Takanal, Rakore

Takanal is a small farming and quarrying community near the headwaters of the Turan River. There are only a couple of docks on the river, for transporting feed, grain, leathers, and the best marble in all Rakore downriver, and bringing in luxury goods and metals upriver. The center of the town is a statue of Thravord Amorse, with a bleeding rock fountain pouring from his hands held before him, cupped. Thravord was a farmer turned warrior who beat back the last of the bandits in the region, nearly a century before. Around the town square is the old count's manor, the main smithy, the Temple of the Trees church, and the Seven Sisters inn. The tannery and the Rabid Plant inn are located along the stream the river becomes, to the north of the city. Most of the buildings are of stone and wood mix, with steep roofs of wooden half-logs and wattling. The town has had the occasional stirge infestations, that crop up in the summer months -- at which time, mercenaries are often employed to thin them out.

General Characteristics
Classification: Small Town

Population: 1,500 (64% Slate, 18% Amarans, 18% hill dwarves)

Spending Limitations: 8,000 silver maximum

Economy: Takanal's primary industry is agriculture, with farming, ranching, and fur-hunting being the primary support of the city. The hill dwarves -- mainly Wirebeards and Grimhammers -- quarry high-quality marble, and do stone-work around the city. Some trade goes on in Takanal, as it lies on an old east-west cross-road that goes from Firland on the western coast, to Kashin further to the east.

Rulership: The town is ruled over by Baron Cardovar Thespulae, who takes considerable advice from the lead priests in the region, Father Thomalis and Mother Tia. The baron is a rather shrewd, cautious man that only moves or decides on an issue after considerable research and discussion. He's capeable of action when necessary, but slow to start it, having once run a mercenary company in his past. The last of his mercenaries helped establish Takanal as a safe-haven from the wilds of the Rakoran forests, and also serve as his reeves and knights.

Baron Cardovar Thespulae: male slate human Ftr7; CR 7; Size M (5'6", 175lbs, balding gray hair, pinched expression); HD 7d10; hp 45; Init +0; Spd 30 ft.; AC 15 (+5 chain); Attack +10/+5 melee (Rakoran longsword, 1d8+3, crit19-20x2), or +7/+2 ranged; SV Fort +5, Ref +2, Will +2; AL LN; Str 16, Dex 11, Con 11, Int 10, Wis 10, Cha 11. Languages Spoken: Common. Skills and feats: Climb +11, Handle Animal +9, Hide +0, Intimidate +10, Listen +2, Move Silently +0, Perform (Oratory) +3, Spot +2; Alertness, Blind-Fight, Cleave, Great Cleave, Improved Sunder, Persuasive, Power Attack, Weapon Focus (longspear). Possessions: for emergencies, he keeps a burnished suit of full plate +3 and a large shield +2 in the manor; otherwise, he carries chainmail, and his Rakoran longsword.

Alignment: The town has taken on a Lawful Good mentality, due to the meshing of the mercenaries, and the Temple of the Trees' dedication to Whalin and Barith.

Defense: Takanal has 15 knights that serve as full-time soldiers. They're led by Sir Antolin Tirod -- Cardovar's senior enlisted man during their mercenary days.

Sir Antolin Tirod: male slate human Ftr4/Rog2; CR 6; Size M (6'3", 230lbs, aging but able and very shrewd); HD 4d10+4 + 2d6+2; hp 38; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Attack +8 melee, or +8 ranged; SV Fort +5, Ref +7, Will +3; AL LN; Str 16, Dex 17, Con 13, Int 11, Wis 15, Cha 11. Languages Spoken: Common. Skills and feats: Balance +6, Bluff +3, Climb +9, Disable Device +5, Handle Animal +5, Hide +3, Listen +2, Move Silently +3, Ride +9.5, Sense Motive +7, Spot +2, Swim +8; Blind-Fight, Deflect Arrows, Diligent, [Evasion], Improved Unarmed Strike, Self Sufficient, Snatch Arrows, Weapon Focus (greatsword). Possessions: leather armor, greatsword, lock picks.

If mobilized, the Wirebeard and Grimhammer dwarves can all be considered 5th-level fighters, and all the Amaran tribesmen can be considered 3rd-level rangers. Roughly five-hundred of the town's slate inhabitants are members of the militia, and the armory contains enough chain-mail, spears, shield, and shortswords to outfit them all as 3rd-level commoners and 1st-level warriors.

The Temple of the Trees (Whalin and Barith): Grown from pin oaks and laced together with the kind of grace that only a druidess of considerable power can achieve, the Temple of the Trees is as much a mix of the love of the two priests that created it, as it is a mix of the power of the God of Compassion and the Harvest God. The main portion of the temple sports seating for close to two-hundred, and is partially exposed to the outside. The back of the temple houses a library, private prayer room, study, bedroom, kitchen, and bunks for the accolytes. The grounds of the temple are an orchard and garden that grows foods and herbs reknowned for their healing properties all over Rakore.

The altar to the two gods at the heart of the Temple of the Trees is a black basalt outcropping from which an underground stream emerges. The catch pools for the altar hold water that can cure poison and cure disease. The use of the water to feed the gardens and the Temple of the Trees itself makes it a specially consecrated ground (such that all Healing and Nature spells cast within the temple do so as though the caster were +3 levels). The temple also sells a special form of peppermint with considerable healing qualities. Each spring of peppermint from the Temple of the Trees has three leaves, and each leaf heals 1d8+5 damage; a whole sprig can be ingested at once, as a potion. The healing peppermint is only given as a gift, and cannot be purchased.

Father Thomalis Engrin: male human Clr5(Whalin)/Mnk3; CR 8; Size M (5'8", heavily jowled and quite jolly fat man at 235lbs); HD 5d8+5 + 3d8+3; hp 43; Init +2 (+2 Dex); Spd 40 ft.; AC 16 (+2 Dex, +4 Wis); Attack +7 melee, or +5/+5 monk, or +7 ranged; SV Fort +8, Ref +6, Will +11; AL LG; Str 14, Dex 14, Con 12, Int 13, Wis 18, Cha 11. Languages Spoken: Common, Dwarven. Skills and feats: Balance +5, Climb +3, Craft (Alchemy) +9, Craft (leatherworking) +3, Craft (Sculpting) +9, Heal +14.5, Hide +8, Knowledge (Arcana) +7, Knowledge (Religion) +3, Knowledge (local) +9, Listen +4, Move Silently +2, Spot +4; [Deflect Arrows], [Evasion], [Improved Grapple], Improved Turning, [Improved Unarmed Strike], Self Sufficient, Skill Focus (healing), Weapon Focus (hands). Cleric Domains: Healing, Good. Cleric Spells Per Day: 5/4+1/3+1/2+1.

Mother Tia Engin: female human Drd7: CR 7; Size M (5'4", plump matronly woman as sweet as can be -- until she gets irked); HD 7d8; hp 44; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +7 melee, or +8 ranged; SV Fort +5, Ref +5, Will +10; AL NG; Str 14, Dex 17, Con 11, Int 10, Wis 17, Cha 11. Languages Spoken: Common, Druidic. Skills and feats: Concentration +5, Craft (sculpting) +4, Diplomacy +10, Handle Animal +7, Hide +3, Listen +13, Move Silently +3, Spellcraft +7, Spot +6, Use Magic Device +2; Brew Potion, Enhanced Plants, Iron Will, Self Sufficient. Druid Spells Per Day: 6/5/4/3/1.

A treant tends the Temple of the Trees, and only makes itself known during festivals and holidays -- leading most to believe that it's an aspect of Mother Tia's work, and not necessarily a separate, living tree. The small maple was raised by Mother Tia as though he were a son, although a whole-together different kind of son.

Krish: huge plant (maple, 30ft tall, 4,500lbs); CR 8; HD 7d8+35; hp66; Init -1 (Dex); Spd 30ft; AC 20/7/20 (-2 size, -1 Dex, +13 natural); BA/G +5/+22; Attack +12 melee (2 slams, 2d6+9, crit20x2); S/R 15ft/15ft; SA animate trees, double damage against objects, trample 2d6+13; SQ damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire; SV Fort +10, Ref +1, Will +7; Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12. Skills and feats: Diplomacy +3, Hide -9/+16, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8/+10, Improved Sunder, Iron Will, Power Attack.

There are also anywhere from 3-5 accolytes -- priests in training -- at any given time at the Temple of the Trees. Druids, clerics of Barith, and clerics of Whalin all come to study at the temple, before moving on to more formal education elsewhere.

Other: There are several altars to other gods, found on the grounds of the Temple of the Trees.

Taverns and Inns
The Rabid Plant (tavern and inn): Run by a tough barkeep with a strange sense of humor and a penchant for practical jokes, the Rabid Plant hosts the largest tavern in town, and has a fair number of small rooms, as well. Low ceilings, dark decor, and a rough-hewn look give the joint a sort of run-down appearance, but Joseph Candor actually runs a clean facility. His staff revels in his jokes, and also helps in his practical jokes, and most of the town is aware that they may sometimes have to laugh at themselves, in payment for laughing at the jokes played on others. Joseph brews his own beer, too, and a number of experiments are kept for special occasions and odd guests.

Joseph Candor: male human Exp3; CR 2; Size M (5'7", 170lbs, 42y); HD 3d6; hp 11; Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +2 ranged; SV Fort +1, Ref +1, Will +3; AL CG; Str 10, Dex 11, Con 10, Int 11, Wis 11, Cha 10. Languages Spoken: Common. Skills and feats: Climb +5, Concentration +2, Craft (wine) +5, Craft (beer) +5, Craft (barrels) +6, Decipher Script +1, Gather Information +4, Hide +0, Jump +3, Knowledge (Geography) +4, Listen +2, Move Silently +0, Perform (jokes) +6, Spot +2; Alertness, Skill Focus (Gather Information), Skill Focus (Perform (jokes)).

The Seven Sisters (tavern and inn): Andra Modar runs a posh, upper-class restaurant that caters mainly to the few merchants in Takanal, and to the travellers going to the Star's End Monastery northwest of the town. Andra is an understanding, yet snooty sort of woman, but the facilities at the Seven Sisters is well worth the extra money: hot baths, luxurious beds, great maid service, excellent food, wondrous stables, and more. The lighter colors draw minstrels and those needing a change-of-pace from the Rabid Plant. Many suspect that Andra and the Seven Sisters are a front for the Star's End, because the monastery is devoted to the study of languages, and Andra knows quite a few.

Andra Modar: female human Exp5; CR 4; Size M (5'3", 125lbs, 36y); HD 5d6; hp 26; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3 melee, or +4 ranged; SV Fort +1, Ref +2, Will +4; AL LN; Str 11, Dex 12, Con 10, Int 11, Wis 11, Cha 11. Languages Spoken: Karatikan, Common, Sholin, Dwarven, Elven, Celestial, Ogran, Amaran, Vridaran. Skills and feats: Appraise +6, Craft (Trapmaking) +2, Disable Device +8, Hide +1, Listen +2, Move Silently +2, Perform (Comedy) +8, Perform (Oratory) +7, Perform (Wind Instruments) +1, Profession (Hunter) +2, Sleight of Hand +4, Speak Language +8, Spot +2, Use Magic Device +2; Alertness, Skill Focus (Perform (Oratory)).


Blacksmith The hill dwarf Jolain Wirebeard (Exp8) is the town's primary blacksmith. She specializes in farm implements, and the materials of the quarrying trade. Her six journeymen and three dozen apprentices handle the rest of the business for Jolain's Smithy. One of her journeymen, a slate by the name of Ankar, does all the weapons and armor work for the town.
Leatherwork An Amaran by the name of Thalamar (Exp5) runs the tannery, and helps coordinate the fur trade in Takanal. His tannery is located on the eastern side of the city, where his four journeymen, two apprentices, and two-dozen workers buy and sell hides, raw leathers, finished leathers, and tooled leathers, plus furs.
Glassworks Ibria Naellin (Exp4) is a slate woman that crafts the windows, glasses, vials, and other glass-worked items for the town. Ibria is handsome, tough, and brisk woman that enjoys her work, and is proud of her accomplishments. A single mother with a young son, she is wary of strangers and distrusts all but a select few people. Most of her raw materials come from glass ingots shipped upriver, though she can make glass from scratch if she has to.
Miller As in most agricultural communities, the town's miller carries a lot of clout and respect. John the Miller (Com6) is fair but narrow-minded man that has difficulty wrapping his mind around new ideas. He maintains the grains and storage bins for the town, and it is through him that feed and plant-stock are purchased.
Scribe/Cartographer The town's librarian, scribe, and cartographer is a slate man by the name of Thaddeus (Exp3). He works alone from his small store, with his room set up above, but will often travel through the town to set up a desk and write letters, or update his maps with information from the trappers and the guard. A jovial, older man, he is good friends with Joseph Cantor of the Rabid Plant.
Stonemason The lead mason for the town is a slate man by the name of Candar (Exp3, Mnk2), who continually works on expanding Takanal or improving it. A devout follower of Mikindim, Candar is a devout and pious man.

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