The city has many fine blacksmiths. The Blacksmith’s Guild regulates quality and pricing standard, so there’s no point in shopping around. There are rumors that the Dwarven District houses some underground blacksmiths that offer superior products at very high prices. Being illegal, such an operation would be very hard to find.
Wizards are a proud, conceited lot. They’ll all tell you that they’re the mightiest, and back it up with hours and hours of tales as long as you’re buying the ale.
A couple of years ago Rogurno the Radiant left the city the “get some peace and quiet.” He shows up from time to time to buy supplies. The fact that he can live in the wildlands is seen by many as proof as his might.
King Rugo, without a doubt.
Any bar, inn, or tavern will have out of luck adventurers looking for work.
Except in the Elven District, the taverns are just down the street to the right. If you don’t like that one, there’s one across the street. As with all the businesses in Bloodport, they’re governed by a guild (in this case the Innkeeper’s Guild), which limits competition by ensuring that all guild members provide the same crappy level of service for the same exorbitant price.
The Elves have teahouses instead of taverns. They’re quiet, subdued places where people drink hot beverages in near silence. Those that do converse speak in hushed whispers. Elves don’t really know how to party.
Zamoku the cyclops has been causing troubles in the hills.
If you’re more interested in gold than fame, then check out the list of Bounties.
The King of the Mountain, a tavern in the Dwarven District, offers live fighting bouts every night.
How would you know? They’re secret. Fnord.
Mostly fish. Bloodport is a costal city and sports a large fishing fleet. The land outside the gates is still too dangerous to farm or graze livestock, so meat is hard to come by other than pigeon and rat. Grains and vegetables are shipped in from World’s End but are costly.
The elves eat a lot of seaweed.
Some adventurers make a decent living hunting horn-beasts in the plains WSW of the city.
If this truly is the land that used to be called Tholonia, then the Imperial Treasury is out there somewhere. Many have gone looking for it, but no one yet. Some say that the Tholonians took the treasure with them when they fled, others say that the invaders took it all. Believers, however, point out that the Imperial Palace still hasn’t been found, and that’s enough to give them hope.
3d6, in order (Str, Int, Wis, Dex, Con, Chr). You may either:
The Temple of the Nameless Lady (in the Halfling District, but near the Human district) offers “Life Insurance” for 10 gold a week. If a character covered by the policy dies, the Temple will raise him for no additional cost. They won’t cover anyone who’s terminally ill, and there’s no coverage for the first two weeks of the policy. Once raised, a character is considered “high risk” and the rate doubles to 20 gold per week.
This is an ongoing policy. The temple will not cover characters who buy a policy, let it lapse, then buy another one and let it lapse, etc.
The body of the character must be presented at the temple within 10 days following death, and there must be no lapse in coverage.
Make a new first level character.
PC’s have individual initiative.
A hireling moves its employer’s initiative.
NPCs move as a group.
Example: Alice, Bob, Chuck, and Eddy (Chuck’s mercenary hireling) encounter 4 goblins. Alice rolls 6, Bob rolls 4, and Chuck rolls 1. Eddy doesn’t get a roll because he’s a hireling. The DM rolls for the Goblins as a group and gets 2. Alice will go first, then Bob, then all 4 of the Goblins, and finally Eddy and Chuck will go.
Yes! If you roll a natural 1 something bad will happen, normally making you miss the next round. If you roll a 20, you get to roll damage twice.
You don’t have to run but you might die if you don’t.
Very strict when outfitting a character between adventures. Moderately so during the adventure itself.
Killing monsters and training (fighters, thieves, clerics) or research (magic-users). Each 1 gold spent in training gets you 1 XP.