The city itself was designed to support the Baron and the Bishop's fortress of Lok Giran, but it also generates considerable revenues because of its location on the Galanus River. The riverside docks are extensive, and provide an excellent way-station for travelers from all over the kingdom. Because of its prominence in supplying both Lok Giran, and Lok Magius, a wide variety of peoples can be found in Rilan for a wide variety of purposes. Mages, priests, pilgrims, protestors, merchants, farmers, ranchers, sailors, foresters, soldiers, and rangers all use the centrally located, ideally set mountain as a stop-over, and a meeting place. Though the local population is rather moderate, the fluctuating population is considerable.
Rilan is ruled from the Vedis -- which serves as the Baron Complan's court building, the barracks for the soldiers, and the stockades. The Vedis has its own stables, smithy, and support staff to run the low-slung, heavy stone building. All of Rilan is built to withstand a siege. Some of the streets have hollow clay vessels built under them, to prevent too much weight -- like siege engines -- from being used upon them. Hundreds of suits of chain mail and breast plate armor are stored away in the Vedis. Prayer-based wards against evil lie in wait for evil-doers, both within the Vedis, and along many of the streets leading up to Mount Rilan -- ready to blast anyone with evil intent.
Overall, the population of Rilan is among the most competent, happiest, and also the most disciplined of all the cities in Rakore. It is protected by the clerics of Lok Giran and the mages of Lok Magius -- plus the strange creatures and creations that come from both.
Population: 4,500 (67% Slate, 9% Amarans, 4% Toomarans, 7% Sylvan elves, 4% desert elves, 2% mountain dwarves, 7% hill dwarves)
Spending Limitations: 275,000 silver maximum
Economy: Rilan was established primarily to support Lok Giran and Lok Magius, and thus it has a lot of agricultural and servicing clout. Wheat and seasonal vegetables make up the bulk of the outgoing food supply, and excess is shipped downriver to Teras. Its location half-way between most locations in Rakore means that Rilan is a stopping point for all trade going both up- and down-river. The inns and warehouses of Rilan generate considerable monies in and of themselves. The only Mage Academy in the free world requires access through Rilan, and many hopeful peoples (as well as Inquisitors) stay in Rilan until they are admitted or turned away. The Baron-and-the-Bishop Dwarfendale manages the Church of Galgiran's 1/3 share of Gideon Enterprises. As such, GE has a strong presence in Rilan, with the economic clout to match it.
Rulership: The city of Rilan is ruled over by Baron Tadeus Complan, who has sworn fealty to the local Church of Galgiran -- and it's bishop, the Baron-and-the-Bishop Dwarfendale. Baron Complan tends to wear a rust-red tabard of Galgiran over his chain mail. He is a master linguist and architect, and actually spends a great deal of his time designing Rilan as a work of art.
Baron Tadeus Complan, male Toomaran human Nob4/Exp2: [A bit full of himself, but otherwise true to his convictions] CR 4; Size M (5'10", 160lbs); HD 4d8+4 + 2d6+2; hp 35; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +4 melee, or +6 ranged; SV Fort +2, Ref +3, Will +9; AL CG; Str 10, Dex 15, Con 13, Int 12, Wis 14, Cha 15. Languages Spoken: Elven, Amaran, Vridaran, Common, Dwarven, Sholin, Ogran, Nabrolian, Toomaran. Skills and feats: Craft (Stonemasonry) +7, Gather Information +9, Hide +2, Knowledge (Arcana) +7, Knowledge (Architecture and Engineering) +9, Knowledge (Geography) +6, Knowledge (History) +4, Knowledge (Local) +1.5, Listen +9, Move Silently +2, Perform (Dance) +9, Perform (Wind Instruments) +2.5, Sleight of Hand +3, Speak Language +7, Spot +4, Use Rope +3; Alertness, Point Blank Shot, Skill Focus (Knowledge -- Architecture and Engineering), Skill Focus (Craft -- Carpentry)).
Baron Complan meets monthly with the Baron-and-the-Bishop to discuss the running and workings of Rilan. The Baron-and-the-Bishop is also the Baron Complan's chosen priest.
Alignment: Rilan has taken on the attitude of both the Baron Complan, and the Baron-and-the-Bishop Dwarfendale -- Chaotic Good. It's rulers have allowed for a great deal of freedom among both the peoples of Rilan, and its enforcers. The proximity of Lok Giran, as well as Lok Magius, means that a great deal of manpower, arcane spells, and divine prayers are available to maintain order if things get out of control in Rilan.
Defense: Rilan has over 50 full-time guards in rust-red tabards, headed by Sir Bridaraarayus. Sir Bridaraarayus is a heavily tattooed desert elf that wears dark charcoal leathers -- and carries an ash bow as thick as his forearm.
Sir Bridaraarayus, male desert elf Rgr8: [quiet, seemingly slow -- and very cunning] CR 8; Size M (6'8", 220lbs); HD 8d8; hp 45; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Attack +10/+5 melee (longsword, 1d8+2, crit19-20x2), or +9/+4/+9 or +5(x2)/+0(x2)/+5(x2) ranged (longbow, 1d8+2, crit20x3, RI 110ft); SV Fort +6, Ref +5, Will +3; AL NG; Str 14, Dex 16, Con 11, Int 15, Wis 13, Cha 10. Languages Spoken: Common, Elven, Dwarven, Sylvan. Skills and feats: Craft (Bowyer/Fletcher) +10, Craft (Leathermaking) +10, Handle Animal +11, Hide +11, Jump +3, Knowledge (Dungeoneering) +11, Listen +3, Move Silently +11, Profession (Hunter) +11, Search +14, Spot +8, Survival +10, Use Rope +4; [Evasion], [Manyshot], Quick Draw, [Rapid Shot], Point Blank Shot, Precise Shot, [Track]. Possessions: mighty composite longbow +2, longsword, badge of office, masterwork leather armor. Ranger Spells Per Day: 2.
Also at the city's disposal are the mounted dwarven cavalry of Lok Giran, the mages of Lok Magius, and an odd assortment of creatures and creations from both.
Hidden in the waters along the docks are two apparatuses of Kwalish, constantly manned by tomanths, and on permanent stand by.
Father Telvik Korin, male slate human Clr4/Exp3: CR 6; Size M (5 ft., 5 in. tall); HD 4d8+8 + 3d6+6; hp 40; Init +2 (+2 Dex); Spd 20 ft.; AC 17 (+2 Dex, +5 chainmail); Attack +7 melee (warhammer, 1d8+2, crit20x3), or +7 ranged; SV Fort +7, Ref +4, Will +10; AL LG; Str 15, Dex 14, Con 15, Int 12, Wis 17, Cha 13. Languages Spoken: Common, Dwarven, Duergar. Skills and feats: Craft (Armorsmithing) +8, Craft (Blacksmithing) +7, Craft (Stonemasonry) +5, Craft (Weaponsmithing) +7, Heal +7, Knowledge (Dungeoneering) +7, Knowledge (Religion) +6, Knowledge (The Planes) +8, Listen +6, Profession (Miner) +6, Spellcraft +8, Spot +3; Combat Reflexes, Diligent, Extra Turning. Possessions: mithril chainmail, dwarven warhammer. Cleric Domains: Earth, Fire. Cleric Spells Per Day: 5/4+1/3+1.
The Mountain's Bass (Habrem): Despite it's name, the local temple of Habrem has more contralto than bass power. The temple is led by Mother Elishira of Habrem, a rather regal and rules-bound elf that is strangely at odds with the Church of Habrem's usual freedom. Mother Elishira's temple focuses on the sheer power of music, and some of its performances have been considered otherworldly. Outside of music, the temple also ensures the local populace is spiritually and socially healthy, by arranging fairs with the Baron Complan, bringing in special bards and performers, and care-taking for the local children.
Mother Elishira, female elf Clr7: CR 7; Size M (4'9", 80lbs); HD 7d8+7; hp 50; Init +2 (+2 Dex); Spd 30 ft.; AC 17 (+2 Dex, +5 chain); Attack +7 melee, or +7 ranged; SV Fort +6, Ref +4, Will +7; AL LG; Str 14, Dex 15, Con 12, Int 13, Wis 15, Cha 15. Languages Spoken: Common, Elven, Sylvan. Skills and feats: Knowledge (History) +4, Knowledge (Religion) +10, Listen +8, Profession (Singer) +10, Spot +6; Brew Potions, Leadership, Craft Wonderous Items. Possessions: elven chainmail, quarterstaff. Cleric Domains: Air, Luck. Cleric Spells Per Day: 6/5+1/4+1/2+1/1+1.
The Hidden Vow Monastery (Lul): When the Church of Lul found out that the fabled book of the dead had been kept within the granite walls of Mount Rilan for nearly five centuries, the Chosen of the Church of Lul nearly had an apoplectic fit -- especially because Rakore was a mage-friendly nation. The Chosen sent two of his best Inquisitors to ascertain the abilities of the local priests -- and returned chagrined, their own holiness turned against them. The two dozen desert elves that run the monastery are devoted solely to studying the mountain, the book of the dead, and the events of the War of the Undead. They hunger for all knowledge regarding their god's former status as the God of the Dead. The monastery also has a dozen monks of Curiss that stay there to study alongside their brethren, and learn of the new tenants of their own God of the Dead.
Abbot Kai Vinaalaalus, male elf Mnk6: CR 6; Size M (5 ft., 0 in. tall); HD 6d8; hp 31; Init +4 (+4 Dex); Spd 50 ft.; AC 17 (+4 Dex, +2 Wis, +1 Mnk); Attack +5 melee, or +3/+3 monk, or +8 ranged; SV Fort +5, Ref +11, Will +7; AL LG; Str 12, Dex 18, Con 11, Int 11, Wis 14, Cha 10. Languages Spoken: Common, Elven. Skills and feats: Hide +4, Knowledge (History) +4, Knowledge (Religion) +5, Listen +12, Move Silently +4, Search +2, Sense Motive +10, Spot +4, Tumble +13; Blind-Fight, [Deflect Arrows], [Evasion], [Improved Trip], [Improved Unarmed Strike], Lightning Reflexes, Run, [Stunning Fist].
Other: The local farmers and herders tend to worship Barith and Elinthar, but have little need for churches or temples. The other temples in the region tend to send their acolytes to Rilan for brief stints, staying with one farmer or another, until their missions are complete. The head of the local druids is Rya Cantherone, who also heads the militia, and keeps track of what mercenaries are available in Rilan (see NPC/Shoppe entry, below).
Taverns and Inns
Levantith T'serusk, male drow elf Exp2: [Levantith is a 'flaming gay'] CR 1; Size M (5'0", 90lbs); HD 2d6; hp 9; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +1 melee, or +4 ranged; SV Fort +0, Ref +3, Will +5; AL CG; Str 10, Dex 17, Con 10, Int 15, Wis 14, Cha 13. Languages Spoken: Elven, Common, Nabrolian, Ogran. Skills and feats: Hide +7, Knowledge (History) +4, Listen +10, Move Silently +8, Profession (Innkeeper) +7, Search +7, Sleight of Hand +9, Spot +9; Skill Focus (Sleight of Hand).
The Broken Bow (tavern and stage): The Broken Bow is a large tavern near the docks, with three dozen tables and a fair-sized stage for performances. The fireplaces on either end of the stage are large enough for two men to lie next to one another, inside of them. A small bevy of attractive barmaids ply the ale, and the member of the guard drink at half price to help keep the sailors off the barmaids. Gyven occasionally hires acolytes from the Mountain's Bass to perform, especially each Prayer's Eve night (the night of the sixth day of the week). Gyven himself is a no-nonsense, retired mercenary that's 'seen it all', and has a thousand stories to swap. He also has the occasional round on the house, is free with drinks in exchange for good stories or information, and makes enough profit off of the tavern to keep a ready supply of ale and wine casks in the basement. The Broken Bow has 8 barmaids, and 5 cooks, to keep up with the high demand.
Gyven Furlong, male human Ftr6: [amiable, tough, boisterous, quiet] CR 6; Size M (5 ft., 8 in. tall); HD 6d10; hp 49; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +8/+3 melee, or +8/+3 ranged; SV Fort +5, Ref +4, Will +2; AL CG; Str 14, Dex 15, Con 11, Int 12, Wis 11, Cha 13. Languages Spoken: Common, Toomaran. Skills and feats: Climb +5, Craft (Carpentry) +6, Handle Animal +4, Intimidate +8, Listen +7, Profession (Barkeep) +7, Ride +4, Spot +5; Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Improved Sunder, Power Attack, Self Sufficient, Weapon Finesse (battleaxe).
NPCs & Shoppes
Andrew and Caleb, male slate humans Evoker6: CR 6; Size M (6 ft., 1 in. tall); HD 6d4+6; hp 19; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 bracers of armor); Attack +3 melee, or +4 ranged; SV Fort +3, Ref +5, Will +7; AL CG; Str 11, Dex 12, Con 13, Int 16, Wis 15, Cha 12. Languages Spoken: Common, Dwarven, Elven. Skills and feats: Craft (Armorsmithing) +12, Craft (Sculpting) +10, Hide +1, Knowledge (Arcana) +10, Knowledge (History) +12, Knowledge (The Planes) +11, Listen +2, Move Silently +1, Spellcraft +11, Spot +2; Extend Spell, Improved Initiative, Lightning Reflexes, [Scribe Scroll], Spell Penetration, Still Spell. Prohibited Schools: Illusion, Transmutation. Wizard Spells Known (4/4+1/4+1/3+1): 0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue. 1st -- Burning Hands, Cause Fear, Endure Elements, Floating Disk, Grease, Magic Missile, Protection from Chaos, Shocking Grasp. 2nd -- Continual Flame, Flaming Sphere, Shatter, Web. 3rd -- Fireball, Lightning Bolt, Tiny Hut, Wind Wall. Possessions: bracers of armor +2, brooch of shielding, Silver Gauntlet tokens, key to the front door of the Silver Gauntlet, key to the back room of the Silver Gauntlet.