Loudwater

Loudwater offers a well-defended rest stop for caravans and riverboats. Nearby communities such as Llorkh and Zelbross lie in ruins, yet Loudwater survives, albeit with a diminished population, which holds steady at about 2,000. To the north stand the brooding trees of the High Forest. To the south is the High Moor, infamous for monsters that lurk in the mists, guarding the ruins of bygone kingdoms. Loudwater feels like a frontier town despite having once boasted a greater population. Its days of boundless prosperity are a century gone, and most of the town’s current residents, which include primarily humans and half-elves, are not old enough to recall them. Loudwater never fully recovered from the disruption of trade brought about in the wake of the disastrous Spellplague, yet unlike many towns, it at least still stands.

Key Places (see map):

  • Garwan’s Curiosities
    Locals visit Garwan’s to find interesting gifts or to sell off junk in which Garwan sees value. Strange items lie tucked away in the dusty nooks of this shop, though few pieces are of any real value. However, sometimes rare items pass through Garwan’s, and a lucky customer comes away with a valuable treasure. Thus, a stop at Garwan’s Curiosities remains a favourite diversion among locals, especially Loudwater’s youth.
  • Starra’s Knives
    No other place in Loudwater offers a better selection of knives, daggers, and other small bladed weapons. Many of the blades on display have accompanying names and stories, though the veracity of these embellishments is doubtful.
  • Green Tankard Tavern
    Called simply “the Tankard” by locals, this roomy inn and tavern serves as the public house for the southern portion of Loudwater; the Fisher’s Friend pub serves the northern part of the town, including the docks. The Tankard offers beer, spirits, and a variety of expensive wines. Meals are available throughout the day, and rooms can be rented for overnight stays. Regulars and travellers alike gather each day to drink, gossip, sing, and engage in games of chance.
  • Patrol Headquarters
    This building is the headquarters for the Loudwater Patrol, and it is where Loudwater’s militia comes to train. The members of the militia practice twice per tenday with their fellow volunteers; members of the patrol practice with greater frequency. On average about four Patrol members are on duty at any one time.
  • Temple
    This temple is sacred to Silvanus the Treefather, though worshippers of other benign faiths are also welcome. The temple is holy ground, and characters might find its quiet interior a calming respite from the cares and concerns of adventuring. The interior walls are painted to resemble the sky, and the main floor is one expansive area dominated by a grassy hill around which a crown of trees gently sways in an endless breeze.
  • Docks
    Several large log structures in the north-east section of Loudwater store the goods of merchants doing business in the town. By day, people bustle about the area, transferring barrels and crates between the storehouses and trade ships. The docks are small and allow only a limited number of ships to moor. Several small fishing boats vie with larger ships for space along the docks. By night, raucous noises issue from the pub situated along the west wall.
  • Fisher’s Friend Pub
    This pub attracts a rougher crowd than the Green Tankard does. Most folks come to the Fisher’s Friend to drink and gamble rather than to socialize.
  • Manor House
    Built by a dwarf artisan for a self-styled elf lord, this manor house was the seed from which Loudwater grew. The mansion is currently home to a family of half-elves descended from the original lord.

Key Personalities:

Loudwater

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