Lenrath's Tour of the Silent Coast
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Transcript of Lenrath's Tour of the Silent Coast
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Lenrath's Tour of...
The Silent CoastThis humble pamphlet represents my guide to the land I love so well, thewondrous and treacherous Silent Coast. I who, in the service of accumulating
lore and wisdom, have ventured far and wide across this land, do share my
meagre knowledge with thee...in the hope that not only will you profit by what
little I know, but that you may visit me in my humble dwelling and share other
tales and ancient secrets you may discover with me over a flagon of ale and a
well-stuffed pipe.
For many years, I have made my home in the fair town of Prydonis, and it is
there that I will begin my imaginary journey across this realm. Prydonis is
regarded far and wide as a bastion of law and order in these dark lands, and is
protected by the Emerald Guardians, a resolute band of gnomish warriors who
have often been tested in battle. Indeed, the famed Museum of Deeds is a
popular attraction for travellers who pass this way, depicting scenes and
showing relics of some of the many battles fought over the long centuries.
Prydonis was established by Gnomish peoples more than a thousand years ago,
and was built out of the very stone of the earth; it is said that a small mountain
was slowly carved to form the town we know today. Certainly the architecture
is exquisite, though perhaps a little on the (ahem) short side for the bulk of the
peoples of the coast! This unfortunately renders such amazing sights as the
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Thousand-Facet Inn available only for the Gnomes and Halflings, as well as
the occasional short Dwarf. A substantial 'human quarter' exists for the rest of
us, however, and features such wonders as the Pyromancer's Guild, a major
institute of learning and wisdom, where I have opted to make my residence for
many years. The Guild caters for wielders of Elemental Fire, a popular art in
these parts, and suppliers many battle wizards who fight alongside the Gnomesof the Guard!
Naturally, there is a substantial Halfling contingent in the town, and they are
responsible for some wonders of their own. No visit to Prydonis is complete
without an afternoon spent sampling the delights in the Palace of Pastry, and
the Halfway Inn provides the best night's sleep one could ever hope to have in
this lifetime. One should beware in these quarters, however; as many of the
halflings are known to have, shall we say, light fingers, and a careless traveller
may find himself relieved of his purse!
Eventually, the time will come to depart, and the traveller will make his way
towards the coast; even though the Guardians patrol the lands around Prydonis
diligently, there remain many threats of bandits, human and non-human. The
more attractive and safer route is up the coast paths, watching the swell of
the sea roll in. A few tiny fishing villages cling to the cliffs here, using natural
caves to house their boats and steps hewn from the rocks to ascend to their
shacks. Shrines to the ancient sea gods are common, and offerings frequent;
here their wrath lies closest to the surface. Every fisherman has a tale to tell of
the strange creatures he saw in the Crimson Sea, or of that 'one that got away'.
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After three or four days travel by foot, one sights the spires of the Fortress of
Imrae, the largest settlement in the Silent Coast. The first sight generally seen
is the uncompleted tower of the Cathedral of St. Eudoxus, begun in the reign
of the last Warlord but one, sadly neglected and underfunded since the death of
that wise ruler. The Wing Guard will likely make their presence known to a
traveller once he gets within a few miles of the city; the unwary are cautionedthat impostors have been known to demand fictitious 'entry payments'. Indeed,
a fellow traveller of mine some years ago was offered a large stack of 'paper
currency' for his gold, and had to be talked out of accepting such a 'great offer'.
A room for the night is usually the first priority on entering the hive of
humanity that is Imrae; the city is well served by inns and taverns, ranging
from the flea-pits such as the Rusty Anchorby the docks, to more prestigious
establishments like the legendary Gryphon's Rest. For those with looser
morals, there are many establishments that cater towards more base needs aswell; this author would not guide one to the Street of a Hundred Veils, oh no.
Most of those visiting Imrae do so to deal at the legendary market, buying or
selling goods, or to visit the Cathedral as part of a pilgrimage. There are many
other sights to see, however. An entire afternoon can easily be lost browsing
through the worthless treasures in the Emporium, and a variety of exotic herbs
can be found in Madame Moraine's. The Grand Arena hosts both
gladiatorial combats and chariot races, and there are even opportunities for
common citizens to try their hand in special 'free-style' bouts.
Imrae is ruled by a Warlord, the current ruler being Eldrin VIII, twentieth in
the direct line from the barbarian tribesmen who first settled this land hundreds
of years ago, building this city on the site of the only natural harbour of the
coast. Of course, it isn't as simple as that, and a confusing melange of guilds,
cults, merchants and other prominent figures vie for influence and power in the
city, sometimes street to street; watching it all, however, is the Dark
Brotherhood, the Warlord's legendary secret police, who keep track of
everyone and everything in the service of their master.
Although the bulk of the thriving thousands of Imrae are humans, manydifferent races are represented; it is not unusual to see exiled Elves moving
about their sad and lonely business, there is naturally a substantial population
of Halflings, and the tattered remnants of the once-proud Dwarven Clans
scrabble here to make a living; if one is patient and shows sufficient
understanding, one may receive admittance to the Hall of Ancestors, a
tremendous sight, even if it is but a feeble shadow of what once was.
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Leaving Imrae to the north, following the coast paths once again, after a week's
march one comes to the wonder that is the Ring of Tolthar, erected hundreds,
maybe thousands of years ago by the primitives who once ranged these
steppelands to their pagan gods; it is still a revered place of worship to this
day, to those who follow the 'Old Ways'. Tread carefully along the coast paths,
for though they are the safest in the land, there are still many who would tryand trap the unwary. The Inn of the Dragon's Teeth must be seen to be
believed; it was built by the owner, a stout Dwarf, out of the bones of a Dragon
he himself slew in his youth. There are generally tolerable traveller's inns
dotted about the paths to the north, sometimes the heart of small peasant
settlements struggling to raise a few goats and sheep; few of these settlements
seem to last more than a few generations, coming and going with the changing
fertility of the land.
Ranging west, striking inland, the roads quickly end, and the few peasantsettlements grow further and further apart; this land belongs to the nomadic
tribesmen, to the Centaurs, to the humanoid scum driven out of less fertile
areas. There is evidence of ancient habitation everywhere, and many a night is
spent huddling in the ruins of a long-abandoned structure, watching the
flicking firelight as the three moons fight their perpetual war in the heavens.
Be wary, traveller some of them are occupied. Tombs to long-forgotten
potentates tempt the greedy, but few of them sleep as sound as they should.
Eight days march less on horseback if such beasts can be procured, but
beware the Centaurs' wrath if you do - will take you to Myrdan.
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Myrdan, the 'Home of Shadows', an appropriate name for a town such as this
resting in the shadows of the mighty Giant's Teeth Mountains. The town is a
wretched hive, and almost lawless; it is a haven for the criminal and the
rejected, though a peace of sorts is maintained to prevent a descent into total
anarchy. In comparison with the peace of Prydonis, Myrdan is a wild and
chaotic town, but there are still many interesting sites to be seen, though I hate
to recommend them to the casual visitor. Do not be surprised at what you see;
barbarian reavers plying their wares to Hobgoblin merchants, Orcs selling
Kobold slaves in the market, strange creatures shambling through the streets
about their business.
One of the first ports of call for many is the famed Rogues' Rest; I found the
rooms comfortable and privacy relaxing, but caution the traveller to beware its
famed gaming tables; few indeed have bested this house, and all is far from
what it seems. The Illusionist's Guild makes its home here, and as an
attraction for scholars boasts the finest and most extensive library on the Coast,
with librams and tomes dating back to the time of the Immortals. One of the
most popular attractions are the feared Death Pits, a network of tunnels and
caverns underneath the town that form a natural dungeon, kept stocked by the
inhabitants of the city; it is possible to look down from more than a dozen
drinking houses, taverns, and seedy dives on the activities on those foolish or
desperate enough to try their luck.
A traveller would be unwise to have ventured this far into uncivilised regions,
but some have ventured further, into the Giant's Teeth Mountains themselves. I
regret that I did not venture beyond the lower foothills, but I spent many long
nights listening to the survivors of some of the expeditions into the heights.
The highest peaks belong to Giants and Dragons, I am told, who fight a
perpetual war for supremacy that thus far has kept them to only infrequent
raids on the lower regions. Their treasure piles have accumulated for centuries,
and these attract many brave adventurers. Some few emerge from themountains with treasures from a forgotten age; far more are simply forgotten
themselves.
The foothills are home to a few scattered Dwarven clans, the remnants of a
once-proud nation, cast out of their City by the 'Four' during the long-ago
Wizards' War. Now the very location of the Fortress of the Four is lost to
history, but this does not stop the few remaining Dwarves, huddled over their
hearth fires, from telling stories of time long ago, and planning the day when
they will return and take back what is theirs. Even these lower regions aretreacherous, and attacks by Bugbears and Hobgoblins are common.
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Coming out of the mountains, one finds oneself in the Forest of Wolves, a
savage place that once was a shining beacon in the darkness, but now has been
corrupted by evil. A few forts, staffed by fearsome Lupin Warriors, work with
the Emerald Guard to try and hold back the shapechangers who dwell in these
lands, but the battle will one day be lost. Some Elven settlements remain in
isolated glens and dales, but they have long since isolated themselves from theouter world with spells of illusion, though the persistent traveller may
eventually be fortunate to be accepted into such a settlement. Isolation has
made the tribes harsh and unyielding, and those who question the wisdom of
their elders are apt to find themselves exiled into the Outer Lands. Some
remain in the forest and chance their luck, others go out to see the wider world,
though a melancholy air for what they have lost is perpetual.
Finally, skirting around the outer edge of the Forest, the road leads back to
Prydonia, back to the comfort of your own bed, a flagon of warm ale, and agood, hearty meal...not to mention the opportunity to tell tall tales to your
friends at the tavern over a game of dice! Remember though you may see
amazing things and have wondrous adventures in your travels, it matters
nought if you cannot tell of your adventures at the end. Be well, intrepid
traveller!