MindMap Gallery Sanquin Valley Locations
This is a clear mind map of the location of Sanli Valley, mainly displaying contents such as village, travel, clothing, etc. Each content is further explained on several levels, including the characteristics of the village, ways of traveling and destination selection, styles and occasions of dressing.
Edited at 2021-07-14 01:58:591 Bakersren
500 years ago a series of droughts, earthquakes, and hurricanes all hit the areas to the east on the other side of the mountains ringing the Sanquin Valley. Many of the people to the east would have simply died had not a young group of adventurers traveled west looking for relief for the refugees from the harshness of nature. The leader of this group, Tomosian Bakersren, was a Dragonborn Fighter always looking for remnants of his people. He and his group did many dangerous missions for the Halflings in the area. When all was done, only Tomosian remained alive. In exchange, the Halflings gave him the information needed to reset the irrigation channels in the Southern part of the valley. The valley was once again made habitable for people and settled by thousands of families from many different and varied families, clans, and communities. The town came to be known as Bakersren in honor of Tomosian who soon after died of injuries while fighting against bandits trying to capture one of the caravans headed towards the valley. Bakersren has many advantages that made it suitable for a large group of people to live and thrive. It has some of the best farmland for hundreds of miles in any direction. It is surrounded on three sides by rough mountains and by the Kernis River on the North side. With such a variety of people initially streaming into the area, all manner of skills can be found.
-499 to PD, The Founding
The Sanquin Valley was originally settled by the Yocur Dragonborn Clan over 8,000 years ago during the height of the Daemon Wars. At that time the valley was a reed infested swamp that was often flooded by the Kernis River. The Yocur settled in a raised area at the southern end of the valley. They used a human and dwarf slave population to reroute the river to the west, cutting the valley in half and draining the southern end of the valley making it suitable for agriculture. Within a very short time, the extremely fertile land became a breadbasket for the Dragonborn armies to the east. The Tiefling of Bael Turath constantly sought out and tried to destroy the area but never quite managed to do it until the end of the war, when they tricked a large contingent of Fomorians to attack and plunder the entire area. The Formarians killed or beat off almost all of the Yocur and took all of the slaves that survived back to their deep caves far into the Feywild. The valley was left abandoned for several thousand of years. Over time, the irrigation broke down and the Kernis river reclaimed the land and once again turned it into a swamp. The Halfling travelers of the area knew of its importance but kept that information to themselves, leaving the ruins of a once great city left underwater. 500 years ago a series of droughts, earthquakes, and hurricanes all hit the areas to the east on the other side of the mountains ringing the Sanquin Valley. Many of the people to the east would have simply died had not a young group of adventurers traveled west looking for relief for the refugees from the harshness of nature. The leader of this group, Tomosian Bakersren, was a Dragonborn Fighter always looking for remnants of his people. He and his group did many dangerous missions for the Halflings in the area. When all was done, only Tomosian remained alive. In exchange, the Halflings gave him the information needed to reset the irrigation channels in the Southern part of the valley. The valley was once again made habitable for people and settled by thousands of families from many different and varied families, clans, and communities. The town came to be known as Bakersren in honor of Tomosian who soon after died of injuries while fighting against bandits trying to capture one of the caravans headed towards the valley. Bakersren has many advantages that made it suitable for a large group of people to live and thrive. It has some of the best farmland for hundreds of miles in any direction. It is surrounded on three sides by rough mountains and by the Kernis River on the North side. With such a variety of people initially streaming into the area, all manner of skills can be found.
Communities
Commerce & Coinage
Magic
Artifacts
-749 to -500 PD, The Times of Trouble
Magic reached a point where entire cities were built in the air, the weather was completely controlled, a crop could be made to grow at 10 times it's normal speed. No wonder was impossible. An entire new race of beings was constructed. Known as The Forged, it ushered in the belief that man-kind was the master of reality. Even with all of this, there were those who wanted more. It is possible they were influenced by devils or demons, but most likely that greed doesn’t stop when you have everything you want. Those with the most power led their creations and magic and armies to war. Cities floating a mile above the sky were cast to the ground killing everyone, earthquakes, droughts, tornadoes, and all manner of disaster struck the lands. All of nature that had been held in check by magic was now unleashed. Devastation ruled the land and none were safe. Many people fled North and South into frozen wastes and untamed jungles, others fled East across the ocean to unknown lands. A small group braved the Western Mountain ranges and looked for the unclaimed lands. Most died, but a remnant made it to the Sanquin Valley.
Communities
Commerce & Coinage
Magic
Artifacts
-1,999 to -750 PD, The Enlightenment
During this time regular trade, open communication, and advances in technology allowed all the peoples and lands to advance. Magic was studied to a degree never before seen and was even being paired with technology. The people of the lands had all they could want for.
Communities
Commerce & Coinage
Magic
Artifacts
-7,399 to -2,000 PD, The Seeding Times
The various humanoid species went their separate ways and began building new communities. Occasional wars broke out as fighting over the remnants of the former civilizations and good land, but for the most part there was so much territory that break off groups could find resources to use. Most of these countries never went as far West as they had in times past. An occasional traveler would come from the West and tell of un spoiled lands and vast ruins, but expeditions never seemed to return.
Communities
Commerce & Coinage
Magic
Artifacts
-7,999 to -7,400 PD, The Sundering
The Dragon Kings and their forces combined with the demon lords to hold back the growth of Bael Turath. During this time, small pockets of various humanoid races (Human, Dwarves, Elves, and a few others) broke away and set up their own secret enclaves. They were able to make contact with the gods (whose worship had been outlawed for millenium). Towards the end of this time, the gods physically manifested and led armies against not only Bael Turath but also the Dragon Lords and the demon incursions. This time period resulted in a massive battle of gods, dragons, demons, devils, and all manner of creature. The land was completely devastated but in the end, Bael Turath was broken, the Dragons run off or killed, and the demons pushed back to their own planes. The gods realized how much devastation had been wrought and vowed to never physically manifest again.
Communities
Commerce & Coinage
Magic
Artifacts
-10,000 to -8,000 PD, The Daemon Wars
The Blood War between Demons and Devils spread across the world. The most powerful dragons and their servants/children (Dragonborn) set up city states to resist the Blood War and allow for civilization to flourish. The Devil Kingdom of Bael Turath rose to power far in the East and began spreading west like a cancer taking over the known world. More organized than the demon incursions or the Dragon Lords they were able to push their influence all the way to the West coast.
Communities
Commerce & Coinage
Magic
Artifacts
Map & Key
Map Key
Bakersren (capital sized city): Largest community in the valley and center of commerce. The Locks (small village and military outpost) : Irrigation controls, Bakersren military presence and support Montla (large village): Subsidiary of Bakersren, mostly farmers Tarnis (small town): Subsidiary of Bakersren, controlled by Kundara Family Vistor (small town): Subsidiary of Bakersren, controlled by Hammerlore Family Lerdor (prison): Controlled by Bakersren Earl Mark (small town): Independent community with guard force. Allied with Bakersren Glenner (large village and military outpost):Recently expanded military outpost giving Bakersren further push into the north. Lake Isaren (semi-permanent villages): Independant tribal groups staying for a few months to a year at a time. Forest of Yocur (unoccupied): Sometimes referred to as The Haunted Forest, a large swath of untouched dense forest where few tread and even fewer return. New Quay (large village and shipyard): Independent home of the Halfling trade families and ship yards for their fleet. Commstore (large village): Independent mining town with a large guard force. Spicer (large village): Subsidiary of Commstore, trading hub for the area. Pixley (small town): Independent trade hub bridging the north and south lands. Ducor (small town): Independent trade hub of the eastern mines and the rest of the valley. Hamlet (pop 25-100) Small village (pop 100 - 500) Large village (pop 500 - 1000) Small town (pop 1000 - 5000) Large town (pop 5000 - 10000) Small city (10000 - 25000) Large city (25000 - 50000) Capital sized city (50,000+
Map
Sacrament
Over 400 miles to the North lies the Kingdom of Sacrament. Founded before the times of trouble, what was once a religious retreat has grown up into a sprawling metropolis with the God-King Gavin at it's head. While Gavin has always appeared as a human, he ruled the area a century or more before people flooded into the area. Until recently Sacrament was expanding west to the coast and north into open plains. It has always done trade with the farming communities along the Five-Mines River. Indeed, it is where most of the Halfling shipping routes end. Lately, the forces of Sacrament have been moving south into the valley. Presumably they are decades or more off from even threatening the lands that Bakersren claims. But with Bakersren moving north, conflict is inevitable.
Southern Mountains
About 200 miles south of Bakersren is the growing city of Angelicus. It was a rather large independant town before the time of troubles that brought people into the Sanquin Valley, but has since grown into a large metropolis City State. The roads from Bakersren through the mountains are very rough with the trip taking twenty to thirty days depending on the weather. However, Angelicus is a major port city with access to many other lands, so the caravans that do make the journey tend to do very good business.
Eastern Tribes
Starting in the foothills east of town and extending all throughout the mountains there are several clans of tribesman. Most are human, however a few dwarf groups are also in the area (actually, under the area). These tribes have origins from two main groups but each has its own distinct practices and areas. Most of the human tribes worship their ancestors rather than any of the gods.
Hathgor
The largest of the clans is that of the Hathgor. The Hathgor have been around longer than any other intelligent group to the area, predating the Dragonborn who civilized the valley. The Hathgor are the most settled, having a large cave complex where the majority of the clan lives. They subsist on goat, sheep, and some wild grains. They are also the clan that has the largest group of warriors and are often called upon to keep the peace between the clans. All the lesser clans that were originally part of the Hathgor still pay tribute to the Hathgor. All such clans are named some variation of their founder's name and the suffix 'gor'. The 'Gor clans exist to the east and south throughout the mountains. All of the 'Gor are short, stocky, and heavily muscled. They tend towards brown or black hair and almost all have blue eyes. Rough and tanned skin along with a guttural accent are also characteristics of these people.
Jiromy
The second largest clan is that of the Jiromy. The Jiromy (and their offshoots) are descendants of the people who fled the ravages of the east when the town of Bakersren was being founded. They desired not the life of the valley and stayed in the mountains, extending north. The Jiromy were from so many different groups that they have a much more cosmopolitan mixing of features. Having had to rely on the dwarves of the area, the Jiromy mostly use the dwarf language and writing for communication. All of the offshoot Jiromy are from when the main body grew to large and smaller groups spun off to ease the burden of resources on the main body. The Jiromy are much more mobile than the Hathgor and tend to divide their time between several semi-permanent cave complexes throughout the mountains.
Goings on
Lizardmen
In the swamp to the north west of town there are many small islands; many of which people have tried to settle to pull resources (such as rare herbs) from the swamp. The Halflings of the area have tried to keep communications with these communities open, but increasingly they have returned to find them wiped out. It is believed that the lizardmen of the area are gathering together and destroying these encroachments.
South Road Troubles
The southern road which travels all the way through the mountains to the coast is alternatively well maintained and nothing more than a dirt track. In the mountains there are many small villages eeking out a living. Of late, fewer caravans seem to make it through the mountains and it is believed a single powerful group of bandits called 'The Krey Lords' are responsible.
Families
Macian Family
Direct rivals of the Searsian Guild, the Macian Family doesn't own any land (beyond their home estate) and doesn't actually produce anything. The way the Macian Family makes its money is by acting as a middleman in more transactions than anyone else in town. It is to them that most people go for work, to sell goods, and to set up new businesses. It is said that the Macian's Family can get anything done (even illegal activities), but no one directly associated with the family has ever been convicted.
Beatrice (Matriarch)
The estranged wife of Lorenzo was wed to him when she was 12. Lorenzo treated her well until she became an adult, making sure she had the best education he could buy. As an adult she became known as the more ruthless of the pair when it came to business dealings. While she would never cheat, she always seems to find an angle that ends up making a deal even more in her favor than it first appears. Beatrice has borne Lorenzo five children. The oldest are the twins (Robert and Elana), the middle two children were considered unworthy and Beatrice doesn't even acknowledge them or even speak their names. Her youngest child was Marco. It is rumored that she made the decision to have him killed. She has never had a problem with Lorenzo’s mistresses, but any children they have that show promise to the family become ‘her’ children and are not allowed to even mention their birth mother. Beatrice has her own home outside of town (North of the river) and mostly keeps to herself these days, preferring to hold court in her home.
Valentine
Valentine was not one of Beatrice’s birth children but was the first to be adopted by her. He grew up more on the streets than anyone else in the family and it is believed that any illegal deals the family has goes through him. When he was 16, he took it upon himself to chase down a group of bandits that were attacking caravans owned/sponsored by the Macians. He not only took out the group but also discovered the merchant backing them and took this information to Beatrice. The merchant and his family also ended up dead but nothing could ever be proven. The day after the funeral for the merchant family, Valentine was recognized as a Favored Son and moved into Beatrice’s estate.
Lorenzo (Patriarch)
The oldest living member and leader of the Macian family, Lorenzo is the only remaining member of his generation. However, he did not inherit the family business but took it over in his late 20’s when the family recognized his business acumen, expansionist plans, and luck made him the best person for the job. In his time he has taken the family from behind the scenes dealings to a household name. He is extremely strict and always interested in making sure everything is on time, but he has also been considered fair. His dealings have impacted all aspects of Bakersren and very little in town happens without his knowledge. He has had many children with his wife Beatrice as well as several mistresses. He is very open about which of his children he considers valuable to the family and publicly claims them as ‘Favored’. His other children are not allowed to publicly claim his name and must deal with the family the way any outsider would. In one instance, one of his “Favored Sons’ (Marco Macian) betrayed the family. He was found dead a week later, hung from the sign of the business that he had worked with. The building (candle maker) burned to the ground a week later. It is rumored the betrayal was over less than 500 gold. Lorenzo has a small estate just off the government district in town but is rarely home. He is always moving about the city making the rounds to the other nobles, merchants, and government officials in town. His mistress Delila is always by his side and brings a calming influence to all meetings she attends.
Delila IMistress)
The only currently known mistress of Lorenzo is Delila, a priestess of Rao and is the mediator of the family. She is on good terms with all the members of the family, even the cast offs. She seems to genuinely love Lorenzo and is devoted to making his life easier. There are rumors she is all that is keeping him alive.
Robert (Favored)
The first twin and oldest of all the ‘Favored Children’. Robert is the most likely to become the next Patriarch of the family. He spends most of his time with his father and has begun managing more and more of the family affairs. He currently has no wife or children of his own, which is probably the only thing stopping Lorenzo from retiring and giving Robert the spot. There are rumors that he and Delila are having an affair, but nothing substantial.
Elana
The younger of the twin, Elana is known as Bella, or The Nice One. Elana has always been a social butterfly and consummate matchmaker. She is always connecting people with each other and often arranging marriages. She offers this service for free and will help anyone that asks. She holds her court at Lorenzo’s house in the city and makes sure the doors are open every day and there is always food and drink for any that come. She even built a homeless shelter and soup kitchen out of one of the buildings on the back of the estate. This allows her to help the unfortunate of town but they can come and go from out of sight of the wealthier people that come to her court. She is only considered to have two failures in her matchmaking. Her brother Robert and herself. It is rare that a match she puts together lasts less than seven years (and most last longer). She was even the one that found Delila and introduced her to her father. She constantly frets about not being allowed to find someone for Beatrice (she knows just the perfect man), but Beatrice will have none of her silliness having been part of an arranged marriage once in her life already.
Maria (The Spider)
Maria is known as The Ragno or The Spider. She is the daughter of Lorenzo and one of his mistresses. However, about ten years ago she was pronounced a ‘Favored Daughter’ and adopted by Beatrice. It is unknown what she did to get this treatment but it is generally believed that she is Lorenzo’s spymaster. She always seems to know when a deal is falling apart and is able to either guide a family member or herself into a position to take over part of a collapsing deal to the advantage of the family. In the last few years she has invested quite a bit in businesses that failed during their first year of operation and picking up their real estate and inventory at way below market price. She married an Elf named Flyson when she was still on her own at the age of 15 and they traveled around quite a bit for the first few years of the marriage. When they had their son Carletto, they settled into a small trailer park near Montla. There they remained until she became a ‘Favored Daughter’ at which point they moved into Lorenzo’s house in the city. SHe gets along quite nicely with Elana and is often seen by her side during the day.
Carletto
Half elf Carletto is the son of Maria and her elven husband Flyson. Carletto was sent away for schooling from the age of 12 to 19 and has been back in town for about a year. When he came back, his mother allowed him to open an office in a new inn she had recently taken over and renamed. Carletto is known to be calm, almost to a fault, never getting mad or upset. He does seem to be trying to work fairly and be a bridge between unknowns and established powers in the town.
Vita
Half elf, female Vita was a mistress of Lorenzo’s decades ago. They got along quite well but drifted apart after about ten years. They stayed in touch and when Lorenzo needed a new representative to the Council, he tapped Vita. Vita is very reserved and rarely speaks at Council meetings. She takes constant notes though and reports back everything to Lorenzo
Blackmore
Human, owns about 30% of valley farmland.
Hammerlore
Mountain Dwarf, owns the clay/gravel mines, brick making factories and community of Vistor.
Midgar (Patriarch)
Vulcan
Vulcan is the youngest son of Coronos Hammerlore. When he was young he was facinated by all things mechanical and travelled east as soon as he was an adult. He came back thirty years later with knowledge of smokepowder and firearms. His first few weapons were crude and dangerous but he managed (through family influence) to get exclusive liscensing to study, experiement, and improve such devices in exchange for selling to the military at a discount.
Kundara
Wood Elf, owns the South-West corner of the valley including all forests and woodworking and the community of Tornis
Langton
Human, owns around 50% of all farmland in the valley.
Travel
Five Mines River
The Southern Road
Kernis River
Bakersren Roadways
Points of Interest
2 The Locks
(small village and military outpost) : Irrigation controls, Bakersren military presence and support
6 Lerdor Prison
Not really a place to visit, more to be scared of; Lerdor Prison is about 30 miles North of the Kernis River. It is not easy to find, as there are no roads to it. A stone keep had been built thousands of years ago upon a small island. Completely surrounded by hostile territory and various beasts lured there by the guards, Lerdor Prison is meant to keep bad people convicted of High Crimes (those involving physical injury to others) away from the populace. The prisoners are kept constantly working repairing the keep and doing large amounts of manuscript copying. It is believed that by having the prisoners always copying the basic books of education, they will learn how to be better people.
10 Forest of Yocur
(unoccupied): Sometimes referred to as The Haunted Forest, a large swath of untouched dense forest where few tread and even fewer return.
Villages
Hamlet (pop 25-100) Small village (pop 100 - 500) Large village (pop 500 - 1000) Small town (pop 1000 - 5000) Large town (pop 5000 - 10000) Small city (10000 - 25000) Large city (25000 - 50000) Capital sized city (50,000+)
3 Montla
Montla is a larger than normal trailer park. It started when the farming extended further south than was practical for the people to walk to each day. At first it was just a few families, but has grown to over 1,000 people with its own taverns and general store. A series of wells have been dug and a small pond has been created. This, along with the newer irrigation lines that have made it so far south, has allowed the community to expand and grow faster than anywhere else in the valley. The first adobe buildings (two taverns) have been started and the general store is expected to start building a permanent structure soon. There is a large grass field set aside at the north end of the community for the horses from Cavalry Center to exercise. The Community now has its own Block Master (a Human Cleric of Bahamut named Kreos) who has more power than usual because of the community’s location and independence.
4 Tarnis
This is another trailer park community owned by the Kundura Family. It is located in a large clearing just within the forest along the southwest mountains. All the people who live and work here are part of the woodworking of the valley. Logs are cut and shaped into usable boards and a growing set of woodworkers are making finished products (such as furniture) before they are all shipped by wagon to Bakersren. While the community is large enough to have its own Block Master, the Kundura Family has installed a younger daughter of the family named Sarah to run the place like her own little duchy. The people here seem happy though. They have petitioned the city to recognize this relationship and give her the official title and power of a Block Master and thus a voting position.
5 Vistor
To the West of Bakersren is a small lake made by the original irrigation works from the Yocur. Near the lake sits a small community of dwarves and humans. They work in deep open clay pits and coal fired ovens making the bricks for the town. Almost all of their buildings are brick and adobe mixed structures (usually housing two or three extended families) and reach two to three levels underground. The Patriarch of the Hammerlore Family has his home here and most of his personal guard live and train in the area. Since the Kernis River cuts through the area, most shipping is done by barges. Just to the south of the clay pits is a large stone deposit where most of the gravel in the valley comes from. It too is run by the Hammerlore Family.
7 Earl Mark
Small town, an independent community with guard force. Allied with Bakersren
8 Glenner
(large village and military outpost):Recently expanded military outpost giving Bakersren further push into the north.
9 Isaren
To the east of Bakersren deep in the mountains is the lake of Isaren. This was the last place people rested before the final push into the valley itself. A large fishing community still exists along the backs of the lake. Although about 1,000 people live here, they consider themselves completely independent from the people of the valley and have their own government and military. In reality however, whenever something big happens they have to call upon the people of the valley to help. There is steady traffic along the river as a steady trade of preserved fish is traded for basic foodstuffs.
11 New Quay
(large village and shipyard): Independent home of the Halfling trade families and ship yards for their fleet.
12 Commstore
(large village): Independent mining town with a large guard force.
13 Spicer
(large village): Subsidiary of Commstore, trading hub for the area.
14 Pixley
(small town): Independent trade hub bridging the north and south lands.
15 Ducor
(small town): Independent trade hub of the eastern mines and the rest of the valley.
Sanquin Valley Locations
The Sanquin Valley is a dichotomy of terrains. It has a large amount of rivers and streams that flow from north to south that keep large tracts of the land wet and green. Unfortunately it also suffers from extreme heat that keeps grasslands dry and dusty. In addition there are areas where the water pools and stagnates into dingy swamps between major storm seasons (about every 20 - 30 years). The mountains to the south and east of the valley are high ridges with passes, valleys, rivers, and lakes. The mountains to the west are more like rugged hills that never get too high. Forests of various types are scattered throughout the mountains on all sides. Running from north to south is the Five Mines River. The river starts hundreds of miles to the north and ends when it meets the Kernis River where it gets divided into the irrigation channels. Much of the traffic between communities in the valley is along the rivers as there are few roads that are maintained.
Locations & Shops
Trout's Bar & Grill
On the north edge of town, this is a mostly wood building actually built over the river. It started out a pier, but as the area of town went downhill, boats went further up the river to tie off. An enterprising beer maker realized that fisherman and town toughs still congregated in the area. He purchased the pier and built his tavern on top of it. It has become one of the rowdiest places in the entire city and has a few people die each year from fights gotten out of hand, bad food, or actual assassination. It has a dirty reputation but it is also known as a place to find those hard to get (possibly illegal) items.
The Valley's Plaza
Located just southeast of the government towers is a large open area where no homes are allowed. This place is reserved for vendors. This is the largest open-air market place in the entire valley and all manner of ware can be found here, usually at very competitive pricing. Most craftsmen of the valley try to get some of the bigger re-sellers (like the Searsian Trade Guild or the Macian's Family) to carry their goods either by directly selling to them or by consignment.
The Oasis
At the center of the Valley's Plaza is the largest fountain in the city. Surrounding it are most of the food sellers in the market. Because the town was founded by so many different peoples, all manner of food can be found here. Fruits and vegetables that will not travel well are brought here and different meats are cooked in small portable ovens so it is a place for some of the freshest food in town. Combined with the fountain for cool, fresh, and free water, the Oasis has become a favored meeting place for shoppers.
Arcane School
There is a small but growing group of organized wizards that seek to keep their knowledge and make sure it is passed down through the generations. So far, they have managed to purchase an old noble compound in the north side of town and are using that as a base for a school. They will only accept citizens that have completed the higher levels of schooling from the city and have shown an aptitude for learning wizardry. At this point, it is more of an apprenticeship program than a full school, but the head of the school (an Elf named Shris) is petitioning the town for funds to expand it on the promise of training a permanently stationed wizard military for use in the city's defense.
The Smokeshop
This set of squat brick buildings sit about half a mile west of town along the river. Going near the building, pops and booms can be heard during the day. It is here that the firearms industry is growing. The Smokeshop is the only liscensed dealer in smokepowder and firearms. As such many artisans have moved their workshops here to work for the owner Vulcan Hammerlore. Firearms Smokepowder weapons have recently come into the valley. They are rather expensive items only sold by a single vendor in Bakersren (the only licensed dealer). These weapons are exotic weapons and require a seperate proficiency to be trained in. The Artificer is proficient and can modify the weapon as if it were a crossbow. When a natural 1 is rolled, the weapon misfires (see table below). All firearms weapons do piercing damage. Ammunition is sold as sets (powder, wading, and bullets) of ten in a specially designed pouch to make loading quick. The current level of technology is flintlock and wheellock weapons but no rifling. Such weapons are extremely loud and bright when fired and can be heard from vast distances. Firearms Feat: +1 to Dexterity and proficiency with pistols & rifles. Misfires only cause a jam. Weapon Cost Damage Weight Properties Palm Pistol 50 1d8 1lbs Light, Ammunition, Loading, Range 10/40 Pistol 250gp 1d10 3lbs Ammunition, Loading, Range 30/90 Musket 500gp 1d12 10lbs Ammunition, Loading, Range 40/120 Bomb 150gp 3d6 Fire 1 Range 60’, DC 12 Dexterity save, 5’ Radius Ammunition 3gp - 2lbs 10 rounds
Day to Day
Housing
A large portion of the city came into the valley on wagons and the remnants of those wagons are still visible today. Most of them were converted into semi-permanent houses called trailer homes. Most of these are in large walled-in sub-communities called trailer parks. Several companies make a good business selling modified wagons that make up the bulk of the trailer housing around town. Many caravans will leave with several of these full of supplies to resell later. Harland Hallis made his initial money from converting these into mobile hospital units and had several with trained peasants ready to take them to any danger spots in town or during wartime to care for the wounded. Trailer Homes: The typical trailer home is 7' - 8' wide, 11' - 15' long, and 7' high (about 75-120 sq ft). Most are built on platforms that raise them 2' - 3' off the ground. Most families build up underneath with adobe bricks and a small door to create a lockable storage space beneath their home. This of course makes them even more permanent structures. Bedding is typically small wooden platforms that fold out from the walls supplemented by hammocks. As the family expands they will invest in multiple trailers that get set up in a circle with the wagons touching in order to create a private space for the family. The second most common structure is adobe huts. These structures are more recently built and usually better maintained. It is not uncommon for large extended families to live under a single sprawling structure, most of which are no more than a single story. A special blend of mud, stone dust, grass, and local clay from deep open pit mines creates a hardened shell that is highly resistant to rain and is used to cover the adobe structures. This gives them all the same reddish hue. The rich and noble of the city have large sprawling complexes of mud-fired brick and wood (a sign of wealth). They are often separated from the normal part of the city by tall walls and personal guards. A remnant of the Yocur is a robust sewer system. While most of the pipes are no more than three feet in diameter; they are surprisingly sturdy and move waste and water through the town with little need for maintenance. It sweeps the refuse from privies into large vats in the South. There the refuse is sun-dried, compressed, and used in agriculture.
Commerce
Agriculture, in the way of basic food farming, is the largest employer of the city’s population. Very intense physical labor leaves the workers tired in the evening. Dairy farms, cattle ranching, leather working, and woodworking are the other major industries. While some metal mining has been established in the surrounding mountains, it is still in its infancy. Of late, a search for past mines that could be reopened has heated up as a silver mine was recently rediscovered by an adventuring group. A large amount of the produce is shipped via the Kernis River through the mountains in either direction (west to the coast and east to other settlements) by the Halflings family ships that ply those waters. At various times, the city has started its own shipping fleet, but it has always been more profitable to use the Halflings and therefore has never made it beyond the laying of a few keels. Incoming to the city are metals and some finished goods. Bakersren is very self-sufficient , and occasionally has to deal with threats from nearby communities that wish to take rather than trade for the bounty of the Sanquin Valley. To the south of the town is a growing complex of horse breeders. Often called the Cavalry Center, this area boasts some of the best horse lines in the known world. The cream of the crop are going to build the core of the new Bakersren Cavalry (one of the first major expansions in the military in over 100 years). It will give the city the reach to cover and protect an even larger area and expand into larger farming projects. Far to the South West, along the mountain, is a rather large forest. It is there that timber is cut and then hauled north by beasts of burden back to the city. It is about 30 miles and takes the caravans four days to make the trip. This makes wood much more expensive than it is in other communities and so bone is often used as a substitute in things like tools.
Underground Tunnels
Most people have heard tales of hundreds of miles of interconnected tunnels deep underneath the city. There is little evidence to support this, but occasionally those digging for basements find larger chambers with the hints of tunnels leading from them. Many believe that it is this system of tunnels that allow the gangs to move freely through the city. If they exist, they are at least fifteen feet below the street level (and thus below the sewer level).
Animals
Until fifty years ago, most people did not keep pets around. However, a small outbreak of plague brought on by an influx of rats changed all that. Many of the Halfling traders kept cats on their ships. The town made large purchases from the traders for kittens and spread them throughout the town, first to the Block Masters and then to any family that wanted one. The cats of course have spread and became just as common as people in many areas. Cats being the opportunistic animals that they are tend to have more than one 'family' that takes care of them. What few pets people used to keep, have mostly been run off and no one has really tried to introduce other types of pets.
Climate
Drained of the murky swamp water, the area claimed by the city of Bakersren has become a very dry place. In the summer, the temperature reaches as high as 110 degrees and stays there for weeks, while in the winter the temperature will drop as low as 20 degrees, although since the valley rarely sees rain, it only ever snows about once a decade. Most of the populace spends a lot of time outdoors (no matter what the weather is like) and deep tans, even in wintertime, are common. Dark skin and large brimmed hats are common among the locals. In March, the first rains of the year turns many of the streets into a muddy slurry. When this happens, the people bring out their wooden clogs to make their way through the city streets. The rain only lasts for a few weeks and then the heat begins to rise. The nicer areas of town have raised wooden (or brick) walkways that are kept clean of the mud.
Nobility
Four major families control/own about 80% of the farmland in the Sanquin Valley. When they came to the valley, they were large enough and had the resources (in people, tools, and seed) to manage the lands and quickly took control of the other incoming people. Their patriarchs set up the government and set it up so that they always had a voice. Over the years, many younger members of the families have gone out to make a name for themselves separate from their family and become Block Masters, Lords, and even City Council members. While they are not restricted from the Three Seats of Power, no one from the noble families has ever even tried to attain one of these positions. These families are considered nobles of the land and each uses the title of Duke. Each family is allowed a personal guard much larger than other families are allowed, but at least 80% of this force must train and be ready to stand with the militia if needed. Langton: Human, owns around 50% of all farmland in the valley. Blackmore: Human, owns about 30% of valley farmland. Kundura: Wood Elf, owns the South-West corner of the valley including all forests and woodworking and the community of Tornis. Hammerlore: Mountain Dwarf, owns the clay/gravel mines, brick making factories and community of Vistor.
Populace
About 65% of the population is human. A large contingent of Dwarves have their own set of Blocks along the Eastern edge of the city and make up about another 15% of the populace. The Elves have smaller contingents in separate communes in the city usually based around the many parks. They make up about 5% of the populace. The Yocur Clan of Dragonborn live inside the city and are trying to get more political power while at the same time constantly looking for remnants of their ancient civilization. The Dragonborn make up another 5% of the populace, but only about 3% claim Yocur. While there is a large contingent of halflings in the area, most are Lightfoot and travel in large groups along the rivers, marshes, and swamps on boats of all sizes. Tieflings, Half-Elves, and a variety of stranger and exotic races live in the city, but are not really organized.
Schooling
The city provides basic education for all residents. It does this by having each Block Master hire highly intelligent individuals to watch over and teach children between the ages of 4 and 12 years of age. Reading, writing, math, history, and the basics of agriculture are all instilled in the children until they are old enough to work in the fields (or other vocations). Those that seek higher education can either pay for it (10 gp/year) or agree to work in the city government for one year for each year of higher education. There is a single university in a small brick-building complex near the government center. Many different languages, advanced techniques for agriculture, herbalism, alchemy, math, and even architecture are taught. It is a place for individuals to pursue any subject they can think of. Most people who graduate spend their owed time teaching here to pay off their debt. * Paper: What most people in the valley refer to and use as paper is more of a hybrid product. It starts by a weave of thin swamp plant leaves that is then coated in compressed wood pulp. The entire sheet (usually 5' x 5') is pressed and dried until a very flat product is produced. It is then infused with a special blend of oils from local plants that give it some flexibility. Once all the excess oil is drained off, the product is dried again and then cut to size. The entire process takes two weeks from start to finish, but large amounts of sheets are made in batches. A large portion of the paper is sent to Lerdor Prison for the making of school books.
Dueling
Dueling is illegal in all the territory controlled by Bakersren. Those caught are charged with attempted murder (a High Crime) and sentenced to three years in Lerdor Prison. Those that actually finish a duel (i.e. one member is actually killed) are charged with murder and sentenced to up to twenty years in prison. In practice, it is very rare for anyone to be caught, let alone charged as those that do feel the need to duel to settle differences find some quiet place to take care of things. It is rumored that the four noble families have some secret hidden dueling grounds for any conflicts between them, but no one outside of the families can confirm this. It is also rumored that priests of Kord will officiate non-lethal duels inside of their temple.
Current Issues
Block Distribution
For as long as anyone can remember the districts in town (called Blocks) have been based on groups of 1000 people. These have to be constantly adjusted as families expand or move. For many years Block Masters and Lords have tried to change the laws so that each Block is defined by location rather than population. This would clean up much of the jurisdictional issues facing Block Masters today and allow for much longer term planning among them. In the past this change has not occurred mainly because of traditionalists simply refusing to change the law. The current political climate has changed enough that this will probably be pushed through in the next few months.
Valley Fever
As the city continues to expand and sprawl across the southern part of the valley, more and more land is being converted from agriculture to housing. In the last few years, a new disease has slowly increased in victims as the sprawl has grown. Simply called Valley Fever, this disease mostly affects children and the elderly and often results in death. It seems to be completely immune to non-magical forms of dealing with it. Unfortunately, some people still try to con others with 'cures' in the form of herbs and elixirs. The Lord Life has issued a proclamation that anyone suffering from this disease may come to the church of Pelor and they will be cured for free.
History
-10,000 to -8,000 PD, The Daemon Wars The Blood War between Demons and Devils spread across the world. The most powerful dragons and their servants/children (Dragonborn) set up city states to resist the Blood War and allow for civilization to flourish. The Devil Kingdom of Bael Turath rose to power far in the East and began spreading west like a cancer taking over the known world. More organized than the demon incursions or the Dragon Lords they were able to push their influence all the way to the West coast. -7,999 to -7,400 PD, The Sundering The Dragon Kings and their forces combined with the demon lords to hold back the growth of Bael Turath. During this time, small pockets of various humanoid races (Human, Dwarves, Elves, and a few others) broke away and set up their own secret enclaves. They were able to make contact with the gods (whose worship had been outlawed for millenium). Towards the end of this time, the gods physically manifested and led armies against not only Bael Turath but also the Dragon Lords and the demon incursions. This time period resulted in a massive battle of gods, dragons, demons, devils, and all manner of creature. The land was completely devastated but in the end, Bael Turath was broken, the Dragons run off or killed, and the demons pushed back to their own planes. The gods realized how much devastation had been wrought and vowed to never physically manifest again. -7,399 to -2,000 PD, The Seeding Times The various humanoid species went their separate ways and began building new communities. Occasional wars broke out as fighting over the remnants of the former civilizations and good land, but for the most part there was so much territory that break off groups could find resources to use. Most of these countries never went as far West as they had in times past. An occasional traveler would come from the West and tell of un spoiled lands and vast ruins, but expeditions never seemed to return. -1,999 to -750 PD, The Enlightenment During this time regular trade, open communication, and advances in technology allowed all the peoples and lands to advance. Magic was studied to a degree never before seen and was even being paired with technology. The people of the lands had all they could want for. -749 to -500 PD, The Times of Trouble Magic reached a point where entire cities were built in the air, the weather was completely controlled, a crop could be made to grow at 10 times it's normal speed. No wonder was impossible. An entire new race of beings was constructed. Known as The Forged, it ushered in the belief that man-kind was the master of reality. Even with all of this, there were those who wanted more. It is possible they were influenced by devils or demons, but most likely that greed doesn’t stop when you have everything you want. Those with the most power led their creations and magic and armies to war. Cities floating a mile above the sky were cast to the ground killing everyone, earthquakes, droughts, tornadoes, and all manner of disaster struck the lands. All of nature that had been held in check by magic was now unleashed. Devastation ruled the land and none were safe. Many people fled North and South into frozen wastes and untamed jungles, others fled East across the ocean to unknown lands. A small group braved the Western Mountain ranges and looked for the unclaimed lands. Most died, but a remnant made it to the Sanquin Valley. -499 to PD, The Founding The Sanquin Valley was originally settled by the Yocur Dragonborn Clan over 8,000 years ago during the height of the Daemon Wars. At that time the valley was a reed infested swamp that was often flooded by the Kernis River. The Yocur settled in a raised area at the southern end of the valley. They used a human and dwarf slave population to reroute the river to the west, cutting the valley in half and draining the southern end of the valley making it suitable for agriculture. Within a very short time, the extremely fertile land became a breadbasket for the Dragonborn armies to the east. The Tiefling of Bael Turath constantly sought out and tried to destroy the area but never quite managed to do it until the end of the war, when they tricked a large contingent of Fomorians to attack and plunder the entire area. The Formarians killed or beat off almost all of the Yocur and took all of the slaves that survived back to their deep caves far into the Feywild. The valley was left abandoned for several thousand of years. Over time, the irrigation broke down and the Kernis river reclaimed the land and once again turned it into a swamp. The Halfling travelers of the area knew of its importance but kept that information to themselves, leaving the ruins of a once great city left underwater. 500 years ago a series of droughts, earthquakes, and hurricanes all hit the areas to the east on the other side of the mountains ringing the Sanquin Valley. Many of the people to the east would have simply died had not a young group of adventurers traveled west looking for relief for the refugees from the harshness of nature. The leader of this group, Tomosian Bakersren, was a Dragonborn Fighter always looking for remnants of his people. He and his group did many dangerous missions for the Halflings in the area. When all was done, only Tomosian remained alive. In exchange, the Halflings gave him the information needed to reset the irrigation channels in the Southern part of the valley. The valley was once again made habitable for people and settled by thousands of families from many different and varied families, clans, and communities. The town came to be known as Bakersren in honor of Tomosian who soon after died of injuries while fighting against bandits trying to capture one of the caravans headed towards the valley. Bakersren has many advantages that made it suitable for a large group of people to live and thrive. It has some of the best farmland for hundreds of miles in any direction. It is surrounded on three sides by rough mountains and by the Kernis River on the North side. With such a variety of people initially streaming into the area, all manner of skills can be found.
Organizations & Groups
Blood Letters
Originally a collection of orphans and young boys that did not want to work in the farm fields, the Blood Letters work the protection angle, gambling dens, and generally wish to just party and have fun. The Blood Letters got their name by sneaking into the home of those that would not pay them and giving their victims minor cuts with blades doused in an analgesic poison so they slept through the attacks and woke covered in their own blood. At this point just the hint of their displeasure is enough to get most people cooperative. The gang still is mostly made up of younger men and women from twelve to twenty five years old. The various Block Masters are constantly struggling against the random property damage and graffiti of the Blood Letters, but the group just moves on into a different Block. The biggest threat to the people is actually when the Crypts and Bloods come across each other. For unknown reasons the two groups hate each other with a passion that drives their members into a killing frenzy when they cross paths. Most of the recent fires that have ravaged the city in the last decade can be attributed to warfare that has gotten out of hand between the two groups.
Cryptlords
The Crypt Lords were young men and women employed by Block Lord Severin to watch over the cemetery at night. Their job was to make sure the grave robbers were reported and to watch out for undead and alert the local police. These youths got to the point where they only came out at night and gave up working or learning anything else. About 30 years ago, a powerful necromancer was raising the undead in the cemetery. He created more than the local police could handle. The younglings stepped in and set about to beat the undead down with sticks and stones until the militia could be raised. In gratitude, the city built the group its own base of operations and gave them oversight over the rest of the cemeteries in town. It is unclear exactly what happened next, but after a few years enjoying some fame and privilege, the entire group disappeared in a single night. Their building was completely destroyed, although no one remembers seeing or hearing anything the night it happened. Since that time, members have only been seen at night and usually only to steal supplies and harass citizens living around the cemeteries in town. Members still appear as young boys and women but now all have bleached skin and a blue star tattooed on their foreheads. The town police and militia have tried chasing down these thugs but can never seem to find where they go. It is suspected that some sort of dark magic protects and hides them. The biggest threat to the people is actually when the Crypts and Bloods come across each other. For unknown reasons the two groups hate each other with a passion that drives their members into a killing frenzy when they cross paths. Most of the recent fires that have ravaged the city in the last decade can be attributed to warfare that has gotten out of hand between the two groups.
DHS
Delivery and Handling Service The only reliable postal system in the valley, DHS requires a deposit for packages and letters and guarantees delivery in one month (or one week if in the same community). It is known they often pay their delivery people a premium if they get the package delivered early.
Coleman Group
The Colemore group is an unofficial guild representing the wagon makers, home builders, and most other serious construction in town. Colemore thugs have tried to put a stop to construction projects that do not use their people, even going so far as to cause minor fights between groups of workers. The Colemore group and the Hammerlore Family have close ties with each other, as many of their people are part of or work for both groups.
Searsian Trade Group
A small council runs the Guild with each member representing a different trade group. They settle disputes and set fair prices of goods in town. The guild also deals with a large group of merchants in town and help younger tradesmen get their goods into a place where they can be sold, rather than having to maintain a storefront of their own. The largest concentration of such merchants is at The Valley's Plaza. The major trades represented are Alchemy, Blacksmithy (including weapon and armor), Jewelry, Wood-Workers, Paper Makers, Clothiers, Tanners, and more recently Glassblowing.
Yocur Dragonborn
The Dragonborn in town are actually from different groups, but are trying to form themselves into a cohesive group under the family name of Yocur. They are constantly looking for recognition from the city government. Most people just see the group as using their heritage for special privileges and just ignore them. A small Tiefling family under the name of Hareness does everything in its power to thwart the Yocur.
Government
The government of Bakersren is a sort of representative democracy. The town is divided into blocks of 1,000 people who are led by a Block Master (a sort of lawman/judge). The Block Master is a tax collector, arbitrator, and conduit for the people to communicate with the government. This is an elected position but is held for life/retirement. Most Block Masters choose their replacement and are very rarely voted against. A Section is a grouping of 10 Blocks. A Section is run by a Block Lord who can overrule the Block Masters. He collects the taxes from each of his Block Masters. He handles any disputes between his blocks as well as coordinating the police activities in his Section. This is a position elected by the Block Masters in the Section and must be chosen from a Block Master. The position is held for ten years (but can be re-elected). Above the Block Lords is the City Council. It is made up of one member for every 20 Sections (or part). These men and women are elected from the Block Lords and must have served at least one full term as a Block Lord. They hold this position for ten years at a time (but can be re-elected). The City Council rules over the city and deals with foreign policy and city wide issues (such as irrigation). They collect the taxes from the Block Lords and use it to maintain the city. The elections for the City Council are held every two years and are staggered so no more than one third is replaced at any time. Each of the four noble families also possess a seat on the council and can put whomever they choose there. The Council elects the High Lord, a position held until death/retirement or until a vote of no confidence (needing 55% or more). The High Lord can be anyone but is rarely not a former council member. The High Lord doesn’t have direct power but instead is the master of council meetings and decides who can talk, for how long, and what issues are voted on. The highest authorities in the city are the Three Seats of Power. These seats are elected positions and can be held by anyone, but are often filled from the ranks of the City Council (who are the only ones who can vote). The position is held for 9 years and an election is held every three years (one per election). The Three Seats are Lord Marshal, Lord Soul, and Lord Life. Each has a different focus and has absolute power in that area. The Lord Marshal is the military/day to day position. The Lord Soul is in charge of interactions between the Gods (meaning churches) and the town. The Lord Life is in charge of all things agricultural, health, and livestock. In addition to these members the Searsian Trade Guild, Macian Family, and Colemore Group each have a representative that can speak at council meetings but can not vote. There are currently about 150,000 people in the Bakersren area. This means there are 150 Blocks (and Block Masters) and 15 Block Lords. The Council has 8 regular members, the 4 noble seats, and the High Lord for a total of 13 members. The government is housed in a series of large stone buildings with a mix of ancient and modern design. The Town Hall is a large three story building that houses the courts, a holding jail (in the basement), the offices of the Lords Marshal and the City Council. Additional buildings are arrayed somewhat randomly around this structure for additional offices, storage, barracks, stables, and the offices and staff for the Block Lords. Positions and People Block Masters (150): Held of life/retirement Block Lords (15): Held for 10 years Council (13) *High Lord Karl Ferd, male human Lord Marshal: Harland Hallis, male Human Ranger Lord Soul: Merta Deloria, female High Elf cleric of Pholtus Lord Life: Mortigan Karlen, male Tiefling cleric of Pelor Noble Seats *Langton: Human *Blackmore: Human *Kundura: Wood Elf *Hammerlore: Dwarf Eight Block Seats: Held for 10 years * * * * * * * * Representatives Searsian Seat: Colemore Group Seat: Macian Family Seat: Vita The four captains of Bakersren Dawn (white) - cavalry, first defense, outrider Day (yellow) - training and organizing of militia, maintaining garrisons, equipment, Dusk (blue) - bureaucracy Night (black)- prisons, spymaster, political guards.
Council
Council (13) *High Lord Karl Ferd, male human Lord Marshal: Harland Hallis, male Human Ranger Lord Soul: Merta Deloria, female High Elf cleric of Pholtus Lord Life: Mortigan Karlen, male Tiefling cleric of Pelor
Block Seats
Eight Block Seats: Held for 10 years * * * * * * * *
Noble Seats
Noble Seats *Langton: Human *Blackmore: Human *Kundura: Wood Elf *Hammerlore: Dwarf
Representitive Seats
Representatives Searsian Seat: Colemore Group Seat: Macian Family Seat: Vita
Military
The four captains of Bakersren Dawn (white) - cavalry, first defense, outrider Day (yellow) - training and organizing of militia, maintaining garrisons, equipment, Dusk (blue) - bureaucracy Night (black)- prisons, spymaster, political guards.
Religion
To the south of the government center sits a series of large open boulevards that have various temples and related businesses. The PHB gods from the Greyhawk and Non-Human pantheons are part of this campaign. Below is a list of gods with a presence in the Bakersren area. Spell casting services are available in the Temple District at the following prices. More spells might be available but must be looked for (not advertised). A character with the Acolyte background can get the services from their church at only the cost of the consumed material component 1/day. Cure Wounds (20gp/level), Identify (20gp), Lesser Restoration (40gp), Prayer of Healing (2nd lv, 40gp), Remove Curse (90gp), Speak with Dead (90gp), Divination (210gp), Greater Restoration (450gp), Raise Dead (1,250gp -only at church of Pelor unless a follower).
Spellcasting Services
Spell casting services are available in the Temple District at the following prices. More spells might be available but must be looked for (not advertised). A character with the Acolyte background can get the services from their church at only the cost of the consumed material component 1/day. Cure Wounds (20gp/level), Identify (20gp), Lesser Restoration (40gp), Prayer of Healing (2nd lv, 40gp), Remove Curse (90gp), Speak with Dead (90gp), Divination (210gp), Greater Restoration (450gp), Raise Dead (1,250gp -only at church of Pelor unless a follower).
Boccob
Boccob, god of magic (N): The Church of Boccob is a single 100’ tall tower in the Temple District. Those seeking advice or training in the arcane arts often come here. The priesthood of Boccob does not discriminate based on race or past but only magical ability. Bards, Clerics, Sorcerers, Warlocks, and Wizards as well as sages can all find a home here. In the last ten years the church of Boccob has been actively working with the new Wizards Guild to get more students away from the bustle of an open church and into a more isolated environment to concentrate on their studies.
Corellon Larenthian
elf deity of art and magic (CG): This church has no central location but lots of followers spread among the many elven communes around town. There is no specific hierarchy but several clerics and priests around town.
Fharlaghn
god of horizons and travel (NG): This church has a small presence of three small shrines. One on the road to the East through the mountains, one on the road south, and one at the docs. Each has a single attendant to take offerings and give blessings on those traveling away from town.
Heironeous
god of chivalry and valor (LG): The Knightly Order of Heironeous has a small keep and training grounds to the west of town. Many officers that wish to increase their station will at least go through some advanced training here.
Kord
god of athletics and sport (CG): The Church of Kord sits off the east side of the Temple District. It has a small colosseum where they routinely have competitions. There is a friendly rivalry between the churches of Heironeous and Kord, and members of these churches are often here competing with each other.
Istus
goddess of fate and destiny (N): This church does quite a lot of services and blessings on the populace and this has allowed it to build a rather large impressive building that houses a library where they seek to document the lives of anyone and everyone.
Moradin
dwarf god of creation (LG): The church of Moradin has a small presence in town with a small church on the east side. There is however a much larger presence in the Hammerlore community of Vistor. A new church was constructed and opened just two years ago. The church offers services all week long and has recently opened a school for advanced smithing skills.
Olidammara
god of revelry (CN): A large open pavilion with more of a tavern feeling than a church. On three sides of the open area are beer halls, eateries, and entertainment. This area is quite lively and always open.
Pelor
god of sun and healing (NG): Pelor has always had a strong presence among civilized people, the Bakersren church is no exception. The church of Pelor is more of a complex of buildings that house two temples, a hospital, and a small graveyard. In addition, the current Lord Life has his office and staff housed within the complex and many of his staff are members of the church. Many see the church of Pelor as the center of the Temple District both geographically and spiritually.
Pholtus
god of light and law (LG): This church is the closest to the government area of town and is the current home of the Lord Soul. The temple was constructed to resemble the town hall but to be smaller so as not to outshine it. The city’s law library is housed here and many disputes from the courts are settled here where the laws are recorded when fine details matter.
Ralishaz
god of ill luck and insanity (CN): Tucked away behind the church of Pelor, this church is housed in a two story brick building with almost no windows. It houses the city’s sanitarium. The priests believe those that are insane may be able to see more of reality or to hear some whispered truths and thus care for and study those that can not be cured by the church of Pelor.
Rao
god of peace and reason (LG): Rao is represented by a small park behind the church of Pholtus. There is an ever bubbling fountain in the center of the park and the sounds of the city seem to fade away once a person steps onto the grass here. There are always one to three priests on duty here, but they wear nothing but simple robes so rank is impossible to identify.
Trithereon
god of liberty and retribution (CG): A growing church that always seems under construction, this set of buildings will soon rival the church of Pelor. When people are not satisfied by the rulings of the courts, they will often come here for aid.
Yondalla
halfling god of fertility and protection (LG): Yondalla’s presence is seen more in the fields than in the city proper. Small shrines built next to wells offer shade, food, and rest for the workers in the fields. Yondalla, while traditionally a non-human deity is worshipped by human farm laborers as much as Pelor is in the city.
Circle of Land, Sea, & Sky
The gods of Beory, Ehlonna, Obad-Hai, Rillifane, Sehanine, and Ulaa are all represented by this loose collection of druids and nature worshipers. They come together every full moon for informal meetings to pass information or make decisions about the area. While not a formal position, the spokesperson for the Circle of Three (as it is sometimes called) is in contact with both the Lord Soul and Lord Life to make sure no misunderstandings happen.