The Dragonlance Nexus

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Elverfort

SAGA Rules

by Stig Erik Sandoe


Elverfort is a small village with approximately 400 citizens. Elverfort lies on the island Cristyne, west of Southern Ergoth and east of Sancrist. Cristyne is a relatively sparsely populated island. There are only a few villages in the vast forests in the western part of the island, and the port Merwick in the eastern part. The eastern and western parts of the island are separated by a small mountain range.

Elverfort and its surrounding fields, lies in the western part of the island surrounded by dense spruce forest. There are roads leading to neighboring villages and to the ocean. The agricultural production consists mostly of wheat and barley. The barley is used in the whiskey Elverfort is famous for. The farmers are attacked by goblins now and then, but are usually able to defend themselves. Elverfort has citizens of several races: half-elves, dwarves and humans. The taxation is low, and is as low as possible and is used for only the most vital expenses. The village employs only four people, whereas three are guards (low level fighters with horses and longswords). If a crisis occurs civil defense will be formed. The last person employed is the mayor, Gharlane, who really does not wish any salary for such a nice work (but the citizens force him). The rest of the tax-money is used to maintain the combined town hall/guard-house/court-house. In Elverfort one has a non-formal democracy where the "laws" are more traditions than actual laws. The mayor is elected every second year by all men over the age of 25 who pay their tax. The mayor has a counsel with five members which assist him when needed. The counsel is rarely used as Gharlane has the confidence of all the citizens. The mayor also functions as judge and captain of the guard. The "laws" in Elverfort may best be described as "cardamom-laws" (Norwegian expression for where everyone tries to see the best in everyone and punishment is practically non-existent), where any form of punishment is seldom. The "laws" are seldom in need, but will be used when strangers make too much noise/trouble. In addition the village has a pillory at the market to frighten off any strangers arriving in town. A closer examination of the pillory will reveal that that the lock has rusted, and the pillory is useless. Small offences is often ignored, but more serious offences will more often than not lead to a mob taking action themselves, and the punishment is rarely one favored by the offender. The "laws" is most useful when arguments over property or eq. occur and to stop strangers behaving in a bad manner. If a trial takes place, the judge (the mayor) will use the counsel as a jury.

Places worth a description:

  • The inn "The Hungry Dragon" is run by Gwaran and his wife Shalin. Very good beer and excellent rooms. The price of rooms is expensive. The food is awful, as the cook is Shalin.
  • The tavern "The Golden Mug" is run by Hansi. The tavern is famous for its' excellent corn-wine (whiskey) and would've got its own entry if there was to be made a Hitchhiker's Guide to Krynn
  • The Market is always a busy place. Farmers and traders offer their wares at the market every day. There is always at least one guard at the market.
  • The ruins (short description), is ruins of an ancient temple. It is an open area with moss-grown pillars and decayed walls. A small enclosed graveyard with several overturned tombstones (with ancient names) lies in front of the largest building. The largest building is almost whole, and in the centre of the building is a small well, about 4 ft wide. The well contains crystal-clear still water but does not reflect anything. This was once upon a time a 'fountain of seeing', but does seldom work nowadays. There are no remains which can identify which God the temple was dedicated to. There is a one in six chance, to meet the 'village-fool' Theln here. The place is robbed of all valuables long time ago. The grass at the ruins is as the green on a golf course. This grassed area has a size of 60 yards diameter from the well. The ruins are approx. a 45 min. walk from Elverfort or approx. 15 minutes with horse.

Important citizens:

Innkeeper Gwaran: He's a nice person, whom enjoys great respect in Elverfort. Unfortunately he is dominated by his wife Shalin. Gwaran is naive and thinks the best of everyone.

Shalin, Gwaran's wife: She is of powerful built, and carries her rolling-pin at all times. She considers herself to be an excellent cook, even if very few others support her view. If anyone expresses anything negative about her food, she will become quite angry and brutal. Her specialties include deer in dandelion sauce, and salmon in béarnaise sauce.

Miller Gvisam: A tall person with a thin layer of flour all over him. He is a popular person, who enjoys a pint at the inn in the afternoon. Lately he has found several strange items in the mill, e.g. a goblin and a mauled tree. He is unmarried.

Butcher Garic: A small guy with small round glasses (usually covered with blood). He is quite competent and his prices are not expensive. He is very talkative, but lonely as his wife left him five years ago.

Cheese-maker Nimrod: Middle-aged man who owns a small store with rare cheese and several seldom wine-bottles. Nimrod has a monocle, and often tells tale of ancient days. His wife usually sits in the corner, weaving beautiful carpets.

Dergan, the Smith: Elverfort's popular dwarven smith. His ability with metals is seldom, and quality is Dergan's trademark. Dergan's popularity among the younger citizens is huge. Dergan's animosity vs. horses is also known, and the feeling is mutual. Dergan has a long red beard and a well used hammer in his belt.

Giblan, the baker: A young man who's the maker of Elverfort's bread and cakes. The inn buys its breads at Giblan's which is the reason why anyone buys food at all at the inn. Giblan is betrothed to a beautiful girl.

Cart-maker Minshav: This dark-haired half-elf is a jack-of-all-trades who repairs anything from leaking roofs and carts. He is rather unfriendly towards elves, and prefers not to speak with them.

Tavern-owner Hansi: He is the master distiller of Elverfort's famous whiskey, but he prefers a glass of apple juice. He runs the tavern "The Golden Mug". Hansi is a shy guy, and seldom speaks with strangers, and may seem aloof. However, Hansi is very well liked by those who know him.

Daernfell: A person who became important during the playtesting and in the first tournament was the red robed magician Daernfell, and more information is provided here if the players become nosy. Daernfell is a famous magic user, and likes to boast in his own glory. Daernfell seldom uses 'invisible' spells, but prefers flashy magic with explosions and fire. Daernfell seldom whispers his spells, but prefer to say the magical words aloud. Of above mentioned reasons, Daernfell is held in high respect by non-magicians and lower level mages, but higher level mages considers him a wimp. Daernfell left Elverfort three months ago and Mikael (his apprentice) does not except him back for another three months. In Daernfell's house there is a large number of books of varying subjects. Mikael won't tell anyone of Daernfell's library, but the information may come from Gharlane if he is asked for specific information. To gain access to the library they'll have to befriend Mikael who owns a key to the house. Windows and doors in the house are 'wizard locked' and ban the entrance of anyone without appropriate keys (or spells). Refer to the list of books in Daernfell's library for appropriate handouts.

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