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Despite its small size, this town is a major trading center and waystation of the Sword Lands. Indeed, all trading caravans usually stop in Aranys before going to Bywater and the Realmz, or before going on further into the Sword Lands. Aranys is currently ruled by a Merchant Lord named Akkar Dhun.
(x13,y14) and
(x17,y18): Town gates of Aranys.
(x14,y17): General store of Aranys.
(x7,y18): The Wildboar Inn
Inside the Wildboar Inn:
(x72,y39): Front desk of Areyna, co-owner and wife of Zaran; you rent rooms at her desk.
(x73,y39): Front desk of Zaran, co-innkeeper and husband of Areyna; you buy food & drinks at his desk.
(x61,y40): Zaran and Areyna's private quarters.
(x61,y55): Way to upper floor and regular rooms; an iron key is required (which you can get from Areyna).
(x51,y46): Way to main floor suites; deluxe brass keys are required (which you can get from Areyna).
(x86,y36): Way to upper floor brothel; regular brass keys are required.
(x78,y53): A regular brass key has been dropped here.
(x82,y53): A wandering knight named Jhalor Fireblade is known to often sit at this table.
(x59,y68): This regular room has been rented by four mysterious dark knights.
(x56,y51): This suite is rented by an incantatrix named Night Blossom.
(x65,y1): In this bed of this unoccupied brothel room, a castle gate pass that was carelessly dropped may be recovered.
(x64,y5): A secret door is rumored to be here, leading to many secret passages within the inn.
Inside
the Wildboar Inn
(x8,y24):
Exotic and esoteric imports store.
(x5,y18): A secret entrance to the Wildboar Inn is rumored to lie
behind this local brewery.
(x5,y25): Gate to Lord Dhun's castle; a gate pass is required.
Inside Lord Dhun's castle:
(x83,y75): An adventuress named Naryl Dragonstone is kept in this cell.
(x83,y79): A merchant is kept in this cell.
(x85,y79): A dwarven merchant is kept in this cell.
(x40,y47): At this location in Dhun's private room, a secret trap door is on the ceiling, leading to an upper private study.
(x1,y28):
A secret tunnel leading to Lord Dhun's castle is rumored to be
hidden here, just outside of Aranys' southern battlements.
(x9,y24): This is the house of a merchant who has vanished under
mysterious circumstances.
(x14,y24): Town hall of Aranys. The Aranys branch office of
Adventurers Inc. is located here: come in and see us! Indeed,
numerous jobs are available to you; the choices depend on what
you may (or may not) have already accomplished.
(x2,y23): A secret entrance to the castle grounds is rumored to
be here.
This fair-sized city is one of the important sea ports of the Sword Lands. Indeed, it is visited by numerous trading ships all year long, loading goods already flowing through Wailsrond while unloading their own exports for other cities of the Sword Lands. Wailsrond is also famous for its delicious (and quite sturdy) rhum, one of the main exports of the city. However, lately, hightened pirating activities have brought sea trading almost to a halt in Wailsrond; it is rumored that trade caravans on land are also being attacked regularly, resulting in severe economic strains on the city. Wailsrond is currently ruled by the good Lord Nerellius Pyre.
A
section of Wailsrond
(x29,y69)
and (x49,y77): City gates of Wailsrond.
(x32,y79) and (x45,y79): Pier gates of the port of Wailsrond.
(x44,y70): A secret door within the battlements is rumored to be
here.
(x30,y76): The Tranquil Tide Inn.
(x25,y79): Exotic and esoteric imports store.
(x22,y79): Gate to Lord Pyre's castle; a pass is required.
(x28,y79): Wailsrond's Central Market.
(x23,y83): House of a rich merchant; his daughter Anaele has been
kidnapped, but word has it that her captors never returned her,
even after her father paid the huge ransom they demanded.
(x33,y76): Temple of Ukkor.
(x37,y78): Wailsrond's City Hall; you can get a castle gate pass
here.
(x33,y81): Harbor Master of Wailsrond. You may buy ship fares to
Tanirith or Coral Towers, or rent a ship for yourselves.
(x42,y75): The Mariner's Den
Inside the Mariner's Den:
(x39,y13): An enigmatic adventurer known as "Strider" is rumored to often sit at this table.
(x46,y13): The mage named Runelore Magius often sits at this table.
(x42,y6): Drunken dwarves meet regularly of late at this table, drinking away their despairs and frustrations about the siege of their undercity, the Dwarven Halls.
(x50,y5): A shifty man called Harym often sits here; he talks only to those who are refered to him by one of the barkeepers. Rumor has it that Harym is a "well connected" man ...
This thriving mining town constitutes the major ore and mineral producer of the Sword Lands, trading throughout the lands and even beyond. Sparklestone is currently ruled by two Lords, who also happen to own the two major mining companies of the town. One is Lharond Dragonspurr, who owns the Bloodstone Heights Mining Company and Traders, and the other is Cheron Ironseed, who owns the Sparklestone Mining and Smeltering Company. Of late, many trade caravans of Sparklestone are being attacked by green dragons for the riches they carry, jeopardizing Sparklestone's prosperity.
(x75,y6)
and (x84,y10): Town gates of Sparklestone.
(x83,y5): General store of Sparklestone.
(x79,y7): A bank is here.
(x81,y8): Temple of Woralduur.
(x79,y9): Lord Lharond Dragonspurr's estate; depending on what
you may have already accomplished, he may ask you to investigate
the closed mine, which is said to be haunted.
(x76,y0): Closed mine (see section: caves, caverns, etc.).
(x86,y9): Lord Cheron Ironseed's estate; he is not fond of
adventurers; in fact, he simply does not trust them and would
rather see them out of the town. However, and depending on what
you may have already accomplished, he may ask you to investigate
the green dragon attacks.
(x85,y5): The Smelter's Den
Inside the Smelter's Den:
(x29,y21): Front desk for renting rooms.
(x20,y9): Bar.
This small, shody and crime-ridden town is ruled by the Rogue Lord Doran Ghall. Rumors abound to the effect that he himself may be behind the marauder caravan attacks which have been plaguing Wailsrond's trade caravans of late.
(x59,y47):
Gate of Dagger Keep.
(x61,y46): Dagger Keep's General store.
(x65,y38): A secret entrance to Lord Ghall's compound is rumored
to lie underneath one of the tombstones here.
(x68,y40): Gate of Lord Ghall's compound.
Inside Lord Ghall's compound:
Main floor:
(x31,y76): a secret trap door is on the floor here.
(x33,y76): a secret trap door is on the floor here.
(x35,y77): a secret trap door is on the ceiling here.
(x34,y79): a secret door is disguised as a wall here.
(x26,y77): a secret door is disguised as a wall here.
Basement:
(x42,y43): a secret door is disguised as a wall here.
The following are known or potential sites of interest scattered in the Heartlands.
(x85,y38):
Riverside Trade Caravan Waystation.
(x75,y79): A fisherman named Daleck lives in this humble house of
the village of Azure Cove. He needs someone trustworthy to bring
money to his brother Maleck in Coral Towers, who in turn needs it
to free his wife who has been unjustly imprisoned there.
(x44,y58): A family living in the farmlands of Wailsrond is being
terrorized by a mysterious "mind-mage", who seeks a
magical item known as the "Writ of the Ancients".
(x67,y22): Rumor has it that this cave leads to a lair of green
dragons (see also section: caves, caverns, etc.).
(x52,y2): An orc stronghold is here. Many rumors abound to the
effect that orcs are currently besieging the Dwarven Halls in the
Khanark Rockies.
(x62,y1): A secret tunnel leading directly into the orc
stronghold is rumored to lie hidden here.
(x24,y4): Old legends say that this cave leads secretly to the
lair of Chlorapyroshyndragosuur, the ancient brown dragon.
(x5,y44): A secret entrance to a lair of goblins is rumored to
lie hidden here (see section: caves, caverns, etc.). Members of
this goblin tribe are known to be responsible for numerous
caravan attacks lately.
(x1,y75): This cave is rumored to lead to a lair of gnats (see
section: caves, caverns, etc.); these same gnats are also
responsible for a fair share of caravan attacks, lately.
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