…much happier than clams in jail
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The Doclopedia #2,196
A Pointcrawl In 8 Points: Point 3: Fort Ornok
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Note: A pointcrawl is a way for a GM to map out an adventure that has a point to point path, at least for the main adventure. It is often, but not always, a sort of “on the road” setting. In this pointcrawl, our heroes will be going after a famous thief and the Really Important Thing she has stolen.
This Point: Fort Ornok is a big and important fort surrounded by a big and important commercial hub The Fort houses 5,000 of the very best troops, with another 1,000 out on patrols or manning watchtowers. The Trolls & Ogres do not bring their battles this far north.
Entrance to the fort is very hard to do. Security is very tight.
Entrance to the city is easy, once you pay an entrance tax of 5 silvers. The goods of 2 empires and a dozen kingdoms pass through this city, so if you need to buy something, this is the place. That includes every vice you’ve ever heard of and a few new ones. Everything is for sale in Fort Ornok City.
What you can do in Fort Ornok: Deliver that letter, perhaps gaining a look inside the fort…buy whatever…sell whatever…carouse and possibly get into trouble (but the city guard can be bribed)…seek info about DeeDee (she needs to get to the Tizanti frontier ASAP)…possibly chase DeeDee (only to encounter her sellswords to slow you up and allow her escape)
What lies between here and The Tizanti Frontier: The Greywood Hills, then farther east, the High Desert of Olzan. The Tizanti Trade Road runs right through both. There are few villages and many beasts.
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The Doclopedia #2,197
A Pointcrawl In 8 Points: Point 4: The Tizanti Frontier/
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This Point: The Tizanti Frontier is where high desert begins giving way to great grasslands. The Tizanti Empire rules it all for 300 miles from east to west and 400 miles from north to south.
The Tizan are divided into two distinct cultures. The Tizanor are the group that builds permanent settlements and establishes governments. The Sartiz are a nomadic people that follow their great herds of cattle across the grasslands. They disdain the Tizanor as soft and greedy. The Sartiz outnumber the Tizanor about 4 to 1. They also act as the Empires army.
Here on the western frontier, the main settlement is Skwep’s Place, a village of around 600 that is primarily a rest stop for caravans along the Trade Road. It’s not a lawless frontier town. The local Guard does not put up with troublemakers.
If DeeDee did stop here, it might have been to talk with Urzra the Sage or his partner, Aalaam a noted historian.
What you can do in Skewp’s Place: Rest up and replenish supplies…talk with Urzra & Aalaam (DeeDee found out about the Unlocking Ritual of Esortis)…find out that DeeDee headed north to Iron Lake…gamble with some Ispedalian traders.
What lies between here and Iron Lake: About 2 weeks travel through grassland…regular encounters with Sartiz clans that will insist you pay a 1 silver per person toll…about 4 days travel into the Ironheart Hills, with possible encounters with Dwarves.