Paleblank

If Nìmloth is the northenmost elven city, paleblank is the northenmost elven settlement.  

Geography

Surrounded by four watchtowers and a ten-foot-tall palisade of sharpened logs, Palebank is a ramshackle village locked in eternal winter. The village is made up of over a hundred cabins and shacks. It's too small to have distinct neighborhoods, so most businesses and residences were established wherever they could fit at the time, creating a meandering layout. Off the northern cliff, about fifteen feet down to the sand-and-snow beach, the docks hold around a dozen ships, ranging from fishing vessels to small cargo ships.  

Description

Along the cold shore of the mourning abyss, Palebank Village marks the last elven outpost. The settlement is situated on the shore of the mourning abyss, just north of the Elven Forest. The denizens of Palebank often take to ice fishing, trapping, or hunting, returning in small caravans to Nìmloth to sell their wares and restock their supplies. Territorial monsters wander close to the village, so rotating squads of Soldiers of the Qwir are assigned to protect the people. The small docks have been recently expanded to accommodate the increased interest heading south toward Megima through the sea.   The elf ranger Elro Aldataur is the appointed leader of the village. He delegates tasks to proven friends and trustworthy allies. Elro commands a small force of errant soldiers of the Qwir. Some civilians are willing to take up arms to defend the city in moments of crisis. Basic supplies can be purchased or traded at the small inns or supply shacks. There are two humble temples to Jan'ahrem and Corellon, respectively. the Kingdom -o Qwir governs from afar.   The people of Palebank must work together to survive in this frigid land, and there is little room in the small community to conduct any worthwhile larceny or immoral activity. What crimes do occur are born out of necessity and punished accordingly by Elro.  
  • Pel's Curiosity: Pelc’s Curiosities is an antique shop run by an introverted elf named Verla Pelc. Verla keeps to herself, opening her shop only when the mood strikes her. She trades any and all objects that interest her, shipping them across Toriel.
 

Croaker Cave

Everyone in town knows Croaker Cave. Croaker Cave gets its name from its resident giant ice frogs. Its entrance is on the shores of the mourning abyss, due north of Palebank Village. The cave serve as a bandit outpost, as no solider patrol comes over here due to the giant ice frogs. plume of smoke can often be seen rising from the ground beyond the cave entrance, venting through a narrow natural chimney from area C6. The chimney is too small to be climbed, however, and the main cave entrance is the only entry point.   Knowing that the residents of Palebank Village avoid the cave and its dangerous frogs, It became the place of operation of local bandits, they have domesticated the giant ice frogs that make the cave their home, using them as guard animals.   The caverns and tunnels of the Croaker Cave complex are shown on map 5.9. Unless otherwise noted in an area’s description, the following features are common throughout all areas of Croaker Cave.   The Cavern ceilings are 10 feet high, with only 8 feet of clearance beneath stalactites. Climbing the rough walls of a cavern requires a successful DC 12 Strength (Athletics) check. The caverns contain no light sources, except in area C6, as the inhabitants of Croaker Cave rely on darkvision to see. Pools of murky, frigid water within the caverns are created by melting snow on the rocky ground above dripping down through the ceiling. Each pool is 10 feet deep. A creature completely submerged in a pool must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on this saving throw. For each minute the creature spends submerged in a pool, it must repeat this saving throw, gaining another level of exhaustion on a failure.  

Society

Law

The city boasts a military force. Use the Guard Arrival Times table to determine how long it takes for guards to arrive at a location after a crime or similar incident is reported.  
 

History

The village is guided by Elro Aldataur, a weathered elf ranger who helped found Palebank roughly sixty years ago. Stoic and humorless, Elro showed a knack for leadership when the fledgling outpost was beset with danger on a near-constant basis. Elro earned the trust and respect of the residents, and they asked him to govern Palebank. He begrudgingly accepted, and has since overseen the expansion and protection of the village. Elro generally has sixty to ninety soldiers of the Qwir at his command.

Geography

Aliases
/
Type
Settlement
Region
North of Siniadòr
Size
Village  

Society

Demonym
/
Races
61% Elf, 32% Human, 3% Dragonborn, 4% other races.
Religions
Corellon Loth  

Commerce

Imports
/
Exports
Fishes
Currency
Ecu  

History

Population
690
Ruler
Elro Aldataur
 

Others

Type
Village


Cover image: by Cosmonautes

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